The “Mlify game show” is hmm…
Let’s say it’s a non interactive video game.
I created it for an art exhibition which took place in France at the begining of this month: “Walk home project #4”.
This piece of art was projected on a commercial street window, so every body walking on that street was able to watch it.
Obviously, it has been made using Blender !
Watching it on a computer’s screen doesn’t make a lot of senses, but, anyway, this is the link: http://www.pikilipita.com/mesvideos/mlify.htm
(quicktime required)
I laughed my head off ( compliment ). Always enjoyed your stuff- It seems to get more polished with time, but hasn’t lost what I like about it. What kind of store was it projected on? what kind of reactions did people have to it?
I was tinkering similar [ gameish ] approach for a certain festival in Germany. I’m stuck however - I should find a way how to implement some simple enough (and with goodlooking result) python controller that would function as a sort of animation - gamelogic, with simple collision stuff … . I did something similar in 2003, with tempo-matched movement etc. (not quite in sense of animusic, but it worked)
But I need to do it now and my python is just as good as dead atm.
Good thing: I found a speedy scanline lighting solution - fakeGi dome with basic lights - with spheric inv. square fallof, using a gradient map PLUS one buffershadowed spotlight. it just works and gives crisp render.
oh, yeah, and inverse light for sopht shaddowz. they can even be tinted. (need to be properly linked, most elegant solution is again with python)
other option is to just use c4d and bvh data. it looks different but it’s very good for another concept I have.
no, i didn’t mean the game-engine, i was reffering just to custom python controlling script i used in a project to take care of scene animation, which was tempo-synced to actual audio. so this was a sort-of engine. not the blender’s one.