mfdesigner

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About mfdesigner

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  1. This tutorial showcases particle animation driven by a 4D Perlin-Noise Flow Field. Post-processing filters are used to create the dazzling light effect. Watch the full tutorial on how this effect was created.
  2. Introducing our native, webgl, keyframe-based skeletal animation system, (1) Create poses using both Forward and Inverse Kinematics. (2) Animation track can be saved as JSON file that is dynamically loadable into running apps. (3) Copy and paste keyframes. (4) sharing a single timeline for easy synchronization with other path, morph animation, and sound tracks. (5) In-situ interactive editor that is extremely easy to use. Watch all our tutorial videos here and showcases here.
  3. Added softbody support courtesy of BulletPhysics/Ammo.js running on a worker thread. (1) Create softbodies from 3D Volume, Cloth, Rope, etc. (2) Use mouse to interact with any softbody. (3) Wind simulation. (4) Script custom softbody animations using callback. (5) Add force to all or selected vertices on the softbody. Our online editor, PetriDish, lets you play with all the demos shown in this video. https://www.otakhi.com/petridish
  4. This industrial robot arm is animated using a much improved IK solver that combines the speed of FABRIK and the accuracy of CCD. It uses fixed, twist-only, and hinge constraints to limit its six bones' range of movement.
  5. oTakhi Platform: Inverse Kinematics

    Introducing our new WebGL Inverse Kinematics animation design tool. (1) It is based on FABRIK iterative solver, many times faster than traditional Jacobian solver such as iTaSc. (2) allows you to save and reuse poses and animation. (3) enabling collision detection for end-effectors allows you to automatically adjust walk cycle over tilted surfaces. A short tutorial video shows how it works: Visit Petri-Dish to play with the above IK Hand and see what other gestures you can create. oTakhi Platform is a cloud-based, top-down, object-oriented, web application and game development tool featuring the latest web technologies. Visit https://www.otakhi.com to learn more.
  6. The ability to perform Remote Procedure Calls (RPC) is the key enabler for supporting complex distributed web applications and games over our software object distribution framework, where multiple software agents in different roles can conduct business via diverse communication acts. Unlike traditional RPC where a few developers dictate its design and consequently limiting the scope of distributed applications, our system allows any user to create his own RPC executable by any remote host. Essentially, it is server-mediated Peer-to-Peer Remote Procedure Calls. A user initiates a call by specifying the software components to be pre-loaded from our repository, a remote script acting as application logics, its input parameters, and a short greeting. Once it is executed with peer's permission, the result is immediately returned to the caller using Server Sent Event with near real-time performance. Our RPC's workflow looks like this: Here is the tutorial video on how to set it up... Visit https://www.otakhi.com/archive to see all our previous tutorial videos.
  7. Our web application and game development environment was designed from ground up to fully utilize the next-generation multi-touch-capable user interfaces and devices.
  8. Our revamped particle system now uses GPU instancing across the board. It is now also possible to chain particle effects together to create emitter of emitters of emitters........
  9. oTakhi Platform: Star Trek Enterprise

    Star Trek: Enterprise... Boldly go where no man has gone before... even at night.
  10. oTakhi Platform: Adaptive Bloom Post-Processing Effect

    Use many other post-processing effects to enhance the visual impact of your scene.
  11. oTakhi Platform: Adaptive Bloom Post-Processing Effect

    Using Bloom post-processing to enhance the intensity of an explosion.
  12. I'd like to introduce our new Bloom post-processing filter featuring: (1) Gaussian blur without fading intensity, (2) Dynamic global average luminance calculation for better mimicking human perception, (3) Selective application - apply bloom to only selected set of meshes. (4) All done on GPU for real-time performance Here is a video to demonstrate its effectiveness. Enjoy.
  13. I would like to introduce the release of our Molecule Pack Development Template for creating custom molecules for extending our framework. Our engine allows app developers to define custom Object Design and Object Semantic interactively in a top-down fashion. Unlike conventional bottom-up approach where low level OO design are dictated by a few developers which often results in rigid workflow limited to a set of fixed API. Here is a short video demonstrates the potential of Molecule pack development. Because of our top-down approach, our engine is technology-agnostic. Molecule packs can be created by wrapping libraries built on drastically different technologies (e.g. three.js, babylon.js, or even raw WebGL) Visit our technology showcase here: https://otakhi.tumblr.com/
  14. [threejs] Blender export: cordinates have changed

    Three.js blender exporter has settings for flipping axis. They are located at lower left hand corner of the export pane.
  15. oTakhi Platform Preview: Turbulence

    Controlling 3 octaves of Perlin, Fractal, and Curl noise to increase the entropy of a Navier-Stokes simulation.