Technical Requirements

This section talks about the main areas we will go into, and will eventually become a minimum specification for the various computers we will use and advise people to bring. Please don't look if you get confused by this kind of thing!

1st draft of a tech diagram for the workshop. Also available as a [http://sis.bris.ac.uk/~cmadf/images/dm_tech.dia Dia diagram] or [http://sis.bris.ac.uk/~cmadf/images/dm_tech.svg svg file]: ImageLink(http://sis.bris.ac.uk/~cmadf/images/dm_tech.png)

Blue Screen

Bluescreening allows actors to perform in front of a simple evenly (non skin) coloured background, but one which must be lit evenly also so as to eliminate shadows and bright spots. Once bluescreen video has been captured, it has to be processed to remove the background colour, and imported or streamed into the game engine(we had chosen Unreal Engine due to Mat Dalgliesh's expertise with this, now considering Crystal Space).

VisionMixerSetup ToDoSunday

There are three possible ways to do this:

We are looking into the option of employing a TV director for the bluescreen exercises.

Another option, perhaps worth exploring, is use of infrared instead of bluescreen. This requires an infrared filter, which may be expensive. More is explained [http://en.wikipedia.org/wiki/Infrared_photography on wikipedia] and at http://www.atsf.co.uk/ilight/tech/ilightec.html – but a basic explanation is that the results are comparable to heat sensitive imaging rather than being video quality, but possibly interesting and useful visual results. Update: We will not pursue this - interesting but a very different result and process.

Distributed game environment

Because of the wish to use free/open source software rather than proprietary - in the interests of showing what is possible for local artists - we are seriously considering using Crystal Space ( http://www.crystalspace3d.org/ ) rather than [http://www.unrealtechnology.com/html/technology/ue%32x.shtml Unreal] as previously planned. Please give feedback if you know of other game engines.

One site with lists/comparisons: http://www.devmaster.net/engines

Running a game environment with 10-20 workshop participants requires a game engine server, and many clients, possibly also with the editor installed and with open sound control.. Watershed has offered the use of a mini cube running XP as noted above. Software requirements for server: For bluescreen: Aftereffects Unreal engine server, editor. Blender, Pure data? OSC. Software Requirements for client computers: unreal engine server, editor web browsers for blog software

Wii remote work

At present the idea is to use a wii remote for dubbing a voice to a character sequence, or perhaps a character's lips can be mapped to the sound - so that they move to the dubbing sound directly. Character gestures can also be mapped to this. This will need a Bluetooth dongle, Max/MSP, glovepie or mac wiimote software, as well as 1 or 2 wii remotes.

For windows and max, Max/MSP is best: http://www.cycling74.com/story/2007/6/25/14393/2389

Or Glovepie runs on Linux: http://carl.kenner.googlepages.com/glovepie

WiimoteSoftwareSetup


Other equipment: Data Projector or screens able to show computer output. Video cameras (drama to provide)

Screen Capture

This will be necessary in order to allow us to record what we produce on screen.

Linux possibilities:

Windows:

TechnicalRequirements (last edited 2008-01-20 18:02:18 by 62-31-233-21)