The process of moving Jaanga files from my personal GitHub repository to their own repository on GitHub has begun. Jaanga is now an official GitHub 'organization'. See:
https://github.com/jaanga
This means that ownership of the project can now belong to a number of people and not just to a single individual (me in this case). I urge anybody that wants full collaboration and an ongoing existence for their open-source project to consider moving their project to an organization. It's easy to do.
In moving the project to its own pages, I have - of course - made the source code public. And, I have also made demos that work available using the GitHub gh-pages branch
http://jaanga.github.com
a web site dedicated to the visualization of huge numbers of numbers
supplying all the Applets + Art + Attitude = 4U 2C Gr8...
Friday, October 5, 2012
Sunday, September 30, 2012
Sunday, May 20, 2012
Proposed New Three.js Article for Wikipedia
The article for Three.js in Wikipedia no longer exists.
http://en.wikipedia.org/wiki/Three.js
The 'talk' on the topic of deleting the page (now closed) may be found here:
http://en.wikipedia.org/wiki/Wikipedia:Articles_for_deletion/Three.js
From past experience, rather than argue with the deletionists, a better strategy is to write an entry that is too good to delete. Once the Wikipedia deletionists are on your case, you have to write the way Wikipedia wants you to write - and that way is not always obvious, often involves complexities and and is time-consuming.
Nevetheless, it would probably be worth the effort for Three.js to get its Wikipedia page back.
http://en.wikipedia.org/wiki/Three.js
The 'talk' on the topic of deleting the page (now closed) may be found here:
http://en.wikipedia.org/wiki/Wikipedia:Articles_for_deletion/Three.js
From past experience, rather than argue with the deletionists, a better strategy is to write an entry that is too good to delete. Once the Wikipedia deletionists are on your case, you have to write the way Wikipedia wants you to write - and that way is not always obvious, often involves complexities and and is time-consuming.
Nevetheless, it would probably be worth the effort for Three.js to get its Wikipedia page back.
Saturday, April 28, 2012
How to Make Animated Peeps #5 ~ Three.js & Conclusions
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| Screen capture of 'Kurt' - an animated 3D character in Three.js |
Source code: https://github.com/theo-armour/threo.js/tree/gh-pages/animated-peeps/tutor
Posts in the tutorial:
jaanga: How to Make Animated Peeps #1 ~ Demo & Intro
jaanga: How to Make Animated Peeps #2 ~ MakeHuman
jaanga: How to Make Animated Peeps #3 ~ MoCap & BVhacker
jaanga: How to Make Animated Peeps #4 ~ Blender
jaanga: How to Make Animated Peeps #5 ~ Three.js & Conclusions
In this fifth and final post of the tutorials on how to make animated peeps that display in Three.js, you will load the character named 'Kurt' into Three.js and watch him strut his stuff. There just a few tasks left to do.
How to Make Animated Peeps #4 ~ Blender
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| Screen capture of the Blender program |
This is the fourth in a series of tutorials designed to help you build animated 3D characters in a matter of minutes. It is taking me much, much longer to write these tutorials then it did to make my first demo that finishes with eight characters dancing about.
By now you should have a character model in an MHX file and a MoCap BVH file. Now we want to use Blender to combine the two and export them so that they can be displayed in your browser using Three.js.
How to Make Animated Peeps #3 ~ MoCap & BVhacker
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| Screen capture of the BVhacker program |
This is the third in a series of tutorials that guide you through the process of sourcing and using applications that enable you to create 3D animated characters visible in most (but not all) modern web browsers. The ambition is to show you how you can create a demo of a character with a suitable motion in a matter of minutes.
How to Make Animated Peeps #2 ~ MakeHuman
How to Make Animated Peeps #1 ~ Demo & Intro
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| Screen capture from "Animated Peeps" |
Source Code: https://github.com/theo-armour/threo.js/tree/gh-pages/animated-peeps
Posts in the tutorial:
jaanga: How to Make Animated Peeps #1 ~ Demo & Intro
jaanga: How to Make Animated Peeps #2 ~ MakeHuman
jaanga: How to Make Animated Peeps #3 ~ MoCap & BVhacker
jaanga: How to Make Animated Peeps #4 ~ Blender
jaanga: How to Make Animated Peeps #5 ~ Three.js & Conclusions
The holy grail of coding for 3D display is creating real-time photo-realistic animations of human beings. If this is so then my demo is a holy fail. Why is it a fail? Let me count the ways:
- Each loop starts from a different place than from where the previous loop ended.
- It's so bad, I make the characters disappear between loops
- Some characters float above the ground, whereas others have their feet buried in the ground
- None of the characters have hair
- The coding often moves the character to the exactly same place a dozen times
- These are low polygon count characters - so things like hands passing through bodies happens
- And on and on...
Even if the demo is full of holes, there is nevertheless a holy aspect to the demo. It's one of the first of its kind. We've got 3D peeps dancing around in your browser all created using just a couple of hundred lines of JavaScript. They have shadows, can be loaded at asynchronously at run-time ['just in time' delivery]. Any character can be matched up to any motion. The process starting from creating a rough and ready character, adding motions to it, and to seeing the peep animated in your browser can take as little as a two or three minutes. [Perfection takes a little bit longer.]
Tuesday, April 24, 2012
Access Cross Origin Images from WebGL/Three.js
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| Screen capture of WebGL/Three.js demo showing images hosted on cross origin server |
Source Code: https://github.com/theo-armour/threo.js/tree/gh-pages/cube-demos/webgl-cubed
One of the beautiful things about an HTML web page is that the page can can grab images, style sheets and JavaScript from just about any server on the web. The cross-origin feature enables third-party ads to be displayed, visitor statistics to be monitored, jQuery code to be updated automatically and much much more.
Wednesday, March 21, 2012
Blender to Three.js >> Create 3D Text With Any Font
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| Screen capture of 3D text in Three.js |
Thanks to Zz85's work, Three ,js has excellent 3D text creation capabilities. These are described in the Three.js wiki and in a post on Zz85's website. If there is an issue it is that the 3D text uses fonts that have been converted into a special format developed by Typeface.js (as of this writing the web site is not operational) - and is described here.
There can be times, however, when you need to use a specific TTF font and want to be able to do so fairly quickly and easily. Or it may be that you might need custom kerning of text or text with a taper. Again this post if for you.
The technique described here uses a Python script to generate text inside Blender, export the text in JSON format using the Three.js blender export script and then load the text into a Three.js applet. Loading a Python script into Blender is described here.
Below is the Python script I used to generate three lines of text with each line using a different font all as shown in my3D text demo. Each line of extruded text uses a different material and the text is beveled.
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