Shore Edge Drive Pictures

Pictures of the home at Shore Edge Drive, Coos Bay, OR just before and as we moved into the house in November 2004.

House in Aug 2004
House in Aug 2004

Pictures of the home at Shore Edge Drive, Coos Bay, OR just before and as we moved into the house in November 2004.

Cape Arago and Beaches

Coast off Cape Arago
Various albums of pictures along Cape Arago and other coastal locations of Oregon.

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Cape Arago Coastline

Various albums of pictures along Cape Arago and other coastal locations of Oregon.

Note: The old way to get to these photos no longer works. All the pictures are available in the Oregon South Coast Gallery on my photo site.

Cape Arago in October 2004

Cape Arago South Cove including pictures of tide pool life.

Coastal pictures including Bandon, Cape Arago Beaches, Light houses and Port Orford.

Light House Beach, Cape Arago.

Oregon Ocean and Beaches January 2005.

Visit to the New Carissa wreck.

Early D70 Albums

Some early albums from Summer 2004 taken with Nikon D70. Pictures are from Sunnyvale and Santa Cruz California.

Here are some early albums of Nikon D70 pictures.

  • Album 1 – The first day with the Nikon D70. All the pictures contain a dust spot which has since been removed. Dust is the bane of a digital camera with a removable lens. Frequent checking and cleaning is required when the lens is changed.
  • Album 2 – Pictures in the garden with a 1 to 1 50 mm Macro lens. Such a lens is like a microscope for a camera. 1 to 1 means that the lens is capable of producing a full frame image of an object that is the same size as the film. Also some pictures from the garden.
  • Album 4 – Pictures taken along the coast in or near Santa Cruz, CA, July 2004.

Machinima

Machinima is the technique of using computer game engines to make cinema.

Follow this to an old page with some links and a very touching little movie.

Machinima

Machinima is the technique of using computer game engines to make cinema.

Follow this to an old page with some links and a very touching little movie.

Machinima

Follow and Look At with RTRE

It is possible to use Follow Path and Look At constraints with RTRE, but there is a trick you need to use to make it work.

It is possible to use Follow Path and Look At constraints with RTRE, but there is a trick you need to use to make it work.

Follow Path and Look At

This animation uses Follow Path, and LookAt to have the red cone follow the path while looking at the central sphere. The path has been duplicated and then rendered as a mesh so that it is visible. Also a second cone was linked to the first cone so that its orientation can be seen as it follows the path.

The moving rods and pistons show another use of LookAt. The horizontal rods are animated to move back and forth. The balls and pistons [just nested cyllinders] are linked to follow the rods. The wide part of the piston is looking at the the ball, and the inner piston is looking at the outer piston. In max, both sets of pistons behave the same, but in RTRE, the red piston fails to behave correctly. Note that it is not possible to have two objects look at each other, so another object, the ball, is required to complete the circuit.

To fix the blue piston in RTRE, it is quite simple. One merely has to add some dummy keyframes to cause RTRE to pickup the animation of the objects as they are transformed by max. To do this, add a position keyframe to the first and last frame. The look at constraints are rotational constraints, so this does not conflict with a position key. But the position keys cause RTRE to pickup the entire transform for the object, including the rotation, so the look at constraint is correctly animated by RTRE.

Download the FollowPath Scene

Rotating Gears in RTRE

It is possible to do complex animated scenes in RTRE.

Rotating Gears

This animation uses a rotation script for the gears like this:

( eulerAngles 0 0 (360*currenttime/100) ) as quat

This can be customized by either changing the 360 to a larger number of degrees to speed up the animation, or by changing the 100 to match the number of frames in the animation. Balls are linked to the gears so that their rotation can be more easily followed. The gears were created by the Geodesic program available on this site.

Download Rotating Gears