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Description
machinima means doing movies in a real time environment. (http://en.wikipedia.org/wiki/Machinima)
since blender is a 3d content creation software which comes with an integrated game engine it could be the ideal tool for machinima.
you would first build and set up your characters and the environment and then control them in realtime in the game engine and record their movements and animations. think of digital puppetry... the camera movement would be recordable too. network support like described on wikipedia isn't necessary. the characters also could be recorded one after another.
it would be similar to how recording bullet physics already works.
maybe doing something like this already is possible with python? but a good machinima workflow for non-programmers would be great. there could be node-based animation sequence and character controller editors (similar to what is planned for apricot i think). probably the game engine's character animation features would have to be improved a bit (blending of animations, mixing armature animation with shape keys for faces,...) or maybe it would make more sense to do it with one of the planned plugins for external engines.
finally animations could be rendered either with the game engine or with blender's renderer (this possibility would be another huge advantage over other tools used for machinima).
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scrag_10 wrote on the 12 Apr 08 at 01:29
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Why not just animate it the regular way? People wont know if it was made in a game engine or not.
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kakapo wrote on the 12 Apr 08 at 01:49
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because animating in the regular way usually is much slower. machinima is more like shooting a live action movie.
(but of course with current technology machinima also is more crude. kind of like south park compared to walt disney in the 2d animation world. :))
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kakapo wrote on the 22 Apr 08 at 12:28
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this idea doesn't seem to be very popular. :p imagine the possibilities... this could also be used for crowd animations for example.
i am not skilled enough to work on game engine improvements but once blender has plugins of more versatile game engines like ogre or crystal space then i maybe could work on such machinima features myself.
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macouno wrote on the 22 Apr 08 at 13:13
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Well.. the entire idea of machinima is that you don't actually record the motion, but you capture the video output of the game engine straight away.
But that said.. I don't think this is a bad idea at all. Except perhaps it should be called.. "Record anything from the game engine to ipos", not just dynamic objects.
Though... the way this sort of thing tends to be recorded is like mocap data... meaning, one key for every variable for every frame. Your files would be huge!!! way huge... I mean... try it... huuuge
So how practical it is I don't dare say.
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cognis wrote on the 5 May 08 at 20:06
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It's a big mouthfull, but I support the idea 100%. Frankly, I don't know why anyone would be opposed to it, since it would allow Blender to branch out in a third direction. Plus, I love Red vs. Blue :D (for the uninitiated, it's a machinima series available at redvsblue.com)
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oblenob wrote on the 6 May 08 at 21:58
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hmm. You would still have to animate your characters outside of the game engine.
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Sammaron wrote on the 31 May 08 at 00:48
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It'd be a lot of trouble to code...why not just use something like Fraps? I'm not sure if this is what you're headed at, but that's what i'm thinkin.
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Myn.pheos wrote on the 8 Jun 08 at 12:46
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The idea behind machinima is that you record premade animation from a game usually and make a movie of it. Blender is much more powerful, because it enables you to actually create those animations, which makes it much more versatile than machinima tool.
The workflow you described, create the models and environment, then animate it and then control is exactly what is done (except the control part) when you do classic animation. It would be still needed to create the content, which is what machinima avoids.
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kakapo wrote on the 13 Jul 08 at 13:03
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many of the better machinima movies have their own artwork and it's not exactly what is done in classic animation. machinima = doing the acting with the characters in realtime.
hm... with the recent very cool additions to blender's game engine (shaders, shadows, shape keys, some logic brick improvements,...) i think we are very close to the goal of this idea already. i will have to check out if it is possible with python to record character animations in the game engine. does anyone know if this is possible somehow?
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TheGryphonRider wrote on the 23 Oct 08 at 07:46
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Maybe not machinima tools per se, because we can already bake game engine output to IPOs, and we already have more robust animating tools than that. But there's probably a lot of room to improve real-time rendering, and there are currently no real-time editing options. It'd be cool if we had a way to run the game engine, then adjust keys, actions and things on-the-fly. Honestly, I'd just love to see better integration between the game engine and the rest of Blender in all areas. They currently feel like two completely separate tools.
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