A Graphical User Interface (GUI) for designing interactivity in game
(GUI) for the interactive creation part of Blender was designed. To achieve this behaviour art- ... ball
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Graphical User Interface (GUI)
for designing interactivity in game creationJonathan van Wunnik
September 2001 - May 2002
TU team:
dr. P.J. Stappers (UHD) ir. A. Hoeben ir. J.C. VerlindenCompany mentor:
dr. ir. M.W. GribnauCompany:
NaN Holding BV
summary 37 mmIII
September 2001 - May 2002
J.v.W.
The subject of this graduate report is the inter-
active creation part of the Blender application.Blender, developed by Not a Number BV (NaN),
is an application with which users can model, ani- mate and do postproduction of 3D content. NaN has two ofÞ ces. One in Amsterdam and one inEindhoven. In Amsterdam, the headquarters are
located while the development and content teams are located in Eindhoven. The development team creates the Blender application while the content team creates actual content with Blender for promotional purpose and gives feedback to the development team.In this project a new Graphical User Interface
(GUI) for the interactive creation part of Blender was designed. The interactive creation part allows the user to add, in a visually manner, 'life' (interactivity) to 3D objects and worlds.The new GUI had to provide means for organizing
the networks of logic bricks (the building blocks for creating interactivity graphically), but also means for creating interactivity on a 'higher' level than the current logic bricks concept. Higher level means interactivity such as state engines, behav- ior and/or artiÞ cial intelligence (AI).To become familiar with the interactive cre-
ation part of Blender an interactive 'game' was designed and built within Blender. Different types of 3D interactive content, the design process of the content team of NaN and other game develop- ment teams were analyzed. A game development process was extracted and the speciÞ cations for a new GUI were determined.A list of criteria was
set up to use as guide for the concept creation.After the analysis phase, the conceptual phase
started where (partial) solutions were created for the problems that were found. This resulted in a Þ nal concept that was evaluated by two members of the content creation team of NaN. The evalu- ation showed that the design solves the prob- lems determined and ful l lls the demands and wishes. The results were applied in a Þ nal design that offers a GUI for designing interactivity on the level of behavior without (less) coding and a means of organizing all logic used. The Þ nal design can be used as a blueprint for actual implementation in Blender. Although theSummary
design has been evaluated with the content team a few times, it is inevitable that modiÞ cations will need to take place during and after actual imple- mentation. Besides, valuable insights for future additions to the logic system came up during the process. These include debugging, ordering of states, which kind of logic bricks are (really) needed etc.Now the question is, will the design be imple-
mented in Blender? This is at the moment of writing uncertain (NaN went bankrupt halfway through the project). Currently NaN is undergo- ing a re-organization. The prospects are that one or two smaller companies will continue develop- ing and using Blender one way or another. One of those would beneÞ t picking up this project and implementing it.T.O.C.
VIISeptember 2001 - May 2002
J.v.W.
37 mmtable of contents
Table of Contents1. Introduction
112. Company Profi le Not a Number (NaN)
113. Problem defi nition and assignment
12 I Analysis4. Using Blender for interactive 3D content 154.1 Introducing Blender (history) 15
4.2 Functionality overview 15
4.3 The user interface 16
5. A small interactive 3D production with Blender
195.1 The house 19
5.2 List of available logic bricks 21
5.2.1 Pulses (timing)
215.2.2 Sensors
215.2.3 Controllers
225.2.4 Actuators 22
5.3 Conclusion 23
6. Types of interactive content
246.1 Games 24
6.1.1 Skill-and-action games
246.1.2 Strategy games
256.1.3 Hybrids
266.2 Other interactive 3D content 26
6.2.1 Simulations
266.2.2 3D content (for internet)
266.2.3 Product Presentations
266.2.4 Game prototyping
266.3 Conclusion 26
7. Game development teams
277.1 Content creation team NaN 27
7.2 Postmortems 28
7.2.1 Lionhead Studios' Black & White [4]
287.2.2 Lucas Arts' Star Wars Starfi ghter [5]
297.2.3 More postmortems
307.3 Conclusion 30
8. Development process
318.1 Game development process 31
8.2 Conclusion 32
9. Interactivity and Blender
339.1 Target group Blender 33
9.2 What kind of 3D content? 33
9.3 Example games 33
9.4 Game elements 35
9.5 Levels of interactivity 35
9.6 Conclusion 35
10. Blender compared to other applications
3610.1 Overview 36
10.2 Other 3D interactive creation applications 36
10.2.1 MindAvenue's Axel
3710.2.2 Act3D's Quest3D
3710.2.3 Virtools' Virtools Dev
3810.2.4 Alias|Wavefront's Maya RTA
3910.3 Other graphical creation tools 40
10.3.1 Maya's Hypershade editor
4010.3.2 Softimage XSI's Render tree
41VIII
September 2001 - May 2002
J.v.W.
37 mmtable of contents
10.4 Overview of other interactive creation tools 41
10.5 Conclusion 42
11. Other GUI's
4311.1 Criteria for a good GUI 43
11.2 Conclusion 44
12. Program of Requirements
45II Synthesis13. Ideas
4913.1 Result 49
13.1.1 Idea 1
4913.1.2 Idea 2
5013.1.3 Idea 3
5013.2 Conclusion 50
14. Concepts
5214.1 Concept A 52
14.1.1 State-editor
5214.1.2 Logic editor
5314.1.3 Example concept A
5414.1.4 Evaluation concept A
5514.2 Concept B 56
14.2.1 State editor
5614.2.2 Action editor
5814.2.3 Logic editor
5814.2.4 Evaluation concept B
5914.3 Concept C 60
14.3.1 Transition editor
6014.3.2 Evaluation concept C
6015. Final concept
6215.1 Conceptualizing States 62
15.2 States 63
15.3 Transitions 64
15.4 Global States 64
15.5 Actions 65
15.6 Logic 65
15.7 Physics 66
15.8 Reusing 66
15.9 Properties 66
16. Evaluation fi nal concept
6916.1 Approach 69
16.2 Process 69
16.3 Findings 70
16.4 Conclusion 72
17. Final design
7218. Conclusions
8018.1 Recommendations 80
18.2 Future development 80
19. Process evaluation
81IX
September 2001 - May 2002
J.v.W.
37 mmtable of contents
Appendix
83Appendix I: Blender features 85
Appendix II: Questionnaire 86
Appendix III: Evaluation concept A 87
Source listening 88
11September 2001 - May 2002
J.v.W.
37 mmintroduction The starting points for this project existed of two main questions. What should a graphical user inteface for creating higher level interactivity (e.g. state engines, behavior and/or artifi cial intelligence) look like? And in what manner can logic (the building blocks for creating interactivity) be organized?
The process is divided into three main parts: the
analysis, synthesis and optimization. First a company profi le is given in section 2. In section 3 the problem defi nition and assignment are described, before the actual analysis.The analysis started with building an interactive
3D game within Blender to get familiar with the
current interactive creation tools and to get an overview of Blender itself. This is described in sections 4 and 5. Secondly, a survey of differ- ent types of 3D interactive content was made, described in section 6. To get an overview of how the content creation team of NaN and other game creation studios do work and which problems they come along, a analysis of these teams was made in section 7 linked together with the develop- ment process in sections 8. To defi ne what kind of 3D interactive content should be created withinBlender, example games are defi ned and the
'levels' of interactivity are described in section 9.In section 10 Blender is compared with other 3D
interactive creation applications to obtain infor- mation about how these applications make it possible to create interactive content. Also appli- cations that are not directly used for the creation of interactive content, but do have a graphical interface for the workfl ow of connecting differentquotesdbs_dbs26.pdfusesText_32[PDF] Blender Magazine, June 2013
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