Sunday, April 26, 2015

Reverse Engineering




Today, we tried to see how reverse engineers do their work.  We got an Automoblox Car toy and took it apart to see how it functioned and how it was made.
We found that the car had:
4 wheels
1 4-seat base
4 seats
Back Base
Front Body
Wind ahield
4 Axles
Reverse Engineers use the information they gain by studying the parts of the item they dismantle to fix it or rebuild copies of it.
The car is made child friendly and is appealing to consumers because of it sturdy and realistic look.

Functionally, the Automoblox car's function is to roll and act like a car so children can dismantle it and rebuild it.  Thus, gives education to children about building and allowing them to play with toy cars.

The car is structurally designed to withstand all the damage a kid could do to it and is designed to look like a car.  The axles, wheels, and main body make the car have a realistuic sructure resembling actual cars.

If I could change the Automoblox design I would make the entire car smaller so that it is less heavy and not a threat to children. I would still keep the parts at a decent size because the parts are removable and children swallow the small removable parts.

Friday, April 24, 2015

Things on UnityCont.

  This week I was trying to find out if I could help with animations research to incorporate text and animations for our main character into our game.

These are some of the things I discovered the following:

Character animations:

and how to import the animations:

Animation from External Sources

Overview of Imported Animation

Animation from external sources is imported into Unity in the same way as regular 3D files. These files, whether they’re generic FBX files or native formats from 3D software such as Maya, Cinema 4D, 3D Studio Max, can contain animation data in the form of a linear recording of the movements of objects within the file.
In some situations the object to be animated (eg, a character) and the animations to go with it can be present in the same file. In other cases, the animations may exist in a separate file to the model to be animated.
It may be that animations are specific to a particular model, and cannot be re-used on other models. For example, a giant octopus end-boss in your game might have a unique arrangement of limbs and bones, and its own set of animations.
In other situations, it may be that you have a library of animations which are to be used on various different models in your scene. For example, a number of different humanoid characters might all use the same walk and run animations. In these situations, it’s common to have a simple placeholder model in your animation files for the purposes of previewing them. Alternatively, it is possible to use animation files even if they have no geometry at all, just the animation data.
When importing multiple animations, the animations can each exist as separate files within your project folder, or you can exctract multiple animation clips from a single file. You might want to do this if your file contains multiple separate animations arranged on a single timeline. For example, a long motion captured timeline might contain the animation for a few different jump motions, and you may want to cut out certain sections of this to use as individual clips and discard the rest. Unity provides animation cutting tools to achieve this.

Importing Animation Files

Before any animation can be used in Unity, it must first be imported into your project. Unity can import native Maya (.mb or .ma), 3D Studio Max (.max) and Cinema 4D (.c4d) files, and also generic FBX files which can be exported from most animation packages (see this page for further details on exporting). To import an animation, simply drag the file to the Assets folder of your project. When you select the file in the Project View you can edit the Import Settings in the inspector:
The Import Settings Dialog for a mesh

Friday, April 17, 2015

Things on Unity


This week, my team was looking up the features of Unity and to see how to implement them into our game.  The above picture shows some of the features Unity already has and things that we would have to make.  With knowledge of these features, we will be able to make our game faster.