0:38 Attribute (noun) is not pronounced that way. C'mon man. That's bad.
@Le_epic_eclipse11 ай бұрын
Surf
@slehar2 жыл бұрын
"Attributes" as a noun is pronounced ATTributes, not aTRIButes.
@davejordan96962 жыл бұрын
It strikes me that you should probably accept that speakers of the language that yours is loosely based on may well have dialects that only childishness could seek to critique. Or maybe you could try and suggest that your view of the world is the only correct one. Your call, I suppose.
@slehar2 жыл бұрын
@@davejordan9696 "Attributes" as a noun is pronounced ATTributes, not aTRIButes.
@neosapien2472 жыл бұрын
@@slehar How much of a prick do you have to be to come to this video and make a comment about his accent?
@davejordan96962 жыл бұрын
@@neosapien247 slightly less of a prick than trying to pick holes in an accent and not commenting on content. But only just. Now it’s your turn to reflect on your own first comment, and whether it was an act of kindness or assholery.
@neosapien2472 жыл бұрын
@@davejordan9696 dude what the f are you talking about? I was replying to him, not you. Act of kindness? What is this, Amnesty international? He made a comment on Jon’s accent without any reference to the content, and I was calling him out for it. What are you on about?
@Leafy_Captain3 жыл бұрын
Bruh so this is houdini 11 yrs ago?
@joaquimcraveiro79912 жыл бұрын
This is what I thought ...
@john18023 жыл бұрын
Really great explanation
@john18023 жыл бұрын
Great. Thank you
@quantumgaming91803 жыл бұрын
I am also working on fluid simulation but I am stuck with Stam's papers, yours is so awesome.
@jaimealbertorocha59613 жыл бұрын
Good article. A question. Why do you negate the components of the vector n when creating the matrix in the lookAt function?
@jonpmacey3 жыл бұрын
it's because we look down the -ve z axis in this case.
@jaimealbertorocha59613 жыл бұрын
@@jonpmacey Thanks for your prompt response.
@randomxchannel3903 жыл бұрын
Worse video ive ever seen
@GameDevAraz3 жыл бұрын
The T-Rex Doing That Is The Coolest Thing Iv Ever Seen xD
@ymirt25164 жыл бұрын
Hi. What about lerping orient attribute?
@AncienRegimeStudios4 жыл бұрын
too bad you abandoned this project...it's got a lot of potential.
@Bugulab5 жыл бұрын
How the pivot is defined? What would be the workflow in the case of many boxes?
@VuPhamRainstorm4 жыл бұрын
default pivot or origin equal world as a default object new created. It all depends on the point pivot where you place that box
@UnprofessionalWay5 жыл бұрын
Sir. Please make tutorial on how make custom node
@jonpmacey5 жыл бұрын
Not sure what you mean by a custom node, this is actually a node. You can see the code here github.com/NCCA/MayaAPICode with lecture notes here nccastaff.bournemouth.ac.uk/jmacey/MayaAPI/
@myxsys6 жыл бұрын
Thanks mate! Very clear explanation,
@SuricataSuricatis6 жыл бұрын
I know it has been a long time since you put the video online, but i'm installing qt4.8 right now and the qtcreator command won't work for me, even though i followed every step. Do you have any idea why it won't work?
@amritsapkota927 жыл бұрын
hi, please could you give some hints, or point to some resource how to achieve such thing? i am trying to animate a camerarig with a joystick.
@christopher81167 жыл бұрын
I assume this method is based off Quaternion angles ?
@donkas85817 жыл бұрын
Jon i followed the tessellation tutorial and facing errors with tessellation controller shader, can you tell me where to put the defines you mentioned in the video.
@Turjak_art7 жыл бұрын
very nice thank you
@GrigoreFX7 жыл бұрын
I like it
@lewisjones41587 жыл бұрын
Good stuff! Look forward to more
@mikerhone40967 жыл бұрын
Awesome, simple, clear demo!
@olechristianslyngstad65487 жыл бұрын
Sounds like Jack Davenport :)
@BboyFTW18 жыл бұрын
I ve been searching for something like this. Thank you sir ;)
@nk488 жыл бұрын
Nice video! The Wednesday looks like an awesome bike.
@fantom878 жыл бұрын
Fascinating video. Loved the twist at the end.
@jonpmacey8 жыл бұрын
all the code is on github this one is here github.com/NCCA/MayaAPICode/tree/master/JoyPadMaya
@Qaanaaq08 жыл бұрын
hi, please could you give some more hints, or point to some resource how to achieve such thing? i am trying to animate a camerarig with a gamepad.
@jonpmacey9 жыл бұрын
The demo is here github.com/NCCA/TessellationShader but you need my library as well ( here nccastaff.bournemouth.ac.uk/jmacey/GraphicsLib/index.html )
@MrBaldarok9 жыл бұрын
hey, have you posted your implementation somewhere?
@V01Dmaster9 жыл бұрын
Can you set keyframes while using the Joystick? If so, you could do some cool Muppet style animation with this interface.
@jonpmacey9 жыл бұрын
V01Dmaster All the buttons are read so it's just a matter of running a maya script on a button press, I'm going to add this tomorrow and make a few changes to the interface. I will write it all up on my blog soon.
@jonpmacey9 жыл бұрын
The code is here github.com/NCCA/EmbedPython
@kiranp65059 жыл бұрын
Is there a possibility that i can get the code? I can't find it on you're blog
@arniekiss10 жыл бұрын
Hello Jon, this grass generator is awesome! Could you share the hip maybe?
@playpasslive10 жыл бұрын
Thanks for this - looking forward to going through this set of tuts on my next time machine restore. If you take requests…I'd love a video showing how to get SVN working outside of Xcode.
@playpasslive10 жыл бұрын
good stuff! thanks for taking the time to share your finds.
@403xander10 жыл бұрын
hello, can you please tell me where i can find the things you typed in order to create the paths on iterm? please. it cannot bee seen to clear here. thank you.
@jonpmacey11 жыл бұрын
Yes will be good, seems quite a bit is already there just hidden
@BryanBortz11 жыл бұрын
10.9 will support OpenGL 4!
@MegaspelYT11 жыл бұрын
lol
@MikaelMurstam11 жыл бұрын
Hello, I am using glDrawArrays( GL_TRIANGLES, 0, number_of_triangles*3 ) to render my array. It is working fine but there seems to be a limit of around 25000 triangles. Do you have the same issue? I have 512 MB pi version, and dedicated 128 MB to GPU.
@InsideOutElectronics11 жыл бұрын
Any more success on that field?
@moptim11 жыл бұрын
Complexity is different from eye candy. While very complex games can be developed on any platform under the sun, you would require a very modern, expensive and power-hungry GPU to render very smooth scenes with millions of triangles. Yet the RPi has a GPU with reasonabl-ish power, so that you could produce graphics that resemble those of the early 2000's (for example GTA Vice City). Would go for me.
@tejonBiker11 жыл бұрын
¿Do you think the raspberry can allow 3D games with razonable complexity?
@jonpmacey12 жыл бұрын
Normal mapping should be quite simple, just a matter of loading different textures, I will try and port one of my Desktop demos, want to fix mouse and keyboard input first
@jonpmacey12 жыл бұрын
I will release it in a few weeks it's still quite a mess and really hacked up. I will put it on my blog once it's released
@jonpmacey12 жыл бұрын
That's next on the list, I need to re-write my texture loading routines as they use Qt at present (for the Desktop version) planning on using ImageMagick as it's already in the repo for the pi