Approaching a breakthrough

Hi, It’s been a lApproachingBreakThroughong time again since my last update. For some months I was lacking motivation to continue work on my Ecstatica project. But now during the last week of my Christmas vacation, I started to work on it again and finally all the frustrating research into the data structures employed to describe characters in Ecstatica is starting to show signs of success. I think I have a pretty good picture now how Ecstatica is doing it and therefore I was able to put this knowledge into a little Python script run inside Blender to generate Ecstatica characters.

As you can see, the main character is missing its nose. I currently assume that it is described by a triangles. Triangles are not generated yet. I’m working on that. After that, the next milestone will be to translate character animations into blender animations.

5 commenti su “Approaching a breakthrough

  1. Vlad sagt:

    This looks really great – do you still have this blender plugin? It would be fun to play with the fant files… mostly curious on dissecting the „blob“ people – interesting CSG modelling technique 🙂

  2. Valentin Galea sagt:

    This is amazing! Congrats on all this hard work to reverse engineer such a cult clasic game!

    Actually I was thinking of recreating some of Ecstatica’s characters with pixel shaders and distance field raymarching! Could you release some of your work on characters?

    How are they stored? A list of elipsoids? How about animation?

    Thank you!
    Valentin Galea

  3. admin sagt:

    Hi Vlad,

    Since you are interested, I will make my blender plugin available. Unfortunately I’m quite busy right now but I will try to get to it in the next few days.

  4. admin sagt:

    Hi Valentin,

    since you are interested, I will write a description of the storage of characters in Ecstatica. It will propably be published in the wiki:

  5. Vlad sagt:

    Hey Fabian – do you still have the Blender scripts you made for this blog? I want to try to pull out some of the data and do some character raytracing.

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