Interactive 3D-Animation

Interactive 3D-Animation is a main field of study at the University of Ulm,
Faculty of Computer Science,
Department of Media Informatics.

The project was the development of a 3D-Game with focus on character-animation.

Racing

Team Racing
In alphabetical order: Till Husemann, Jürgen Kadidlo, Jan Rzehak

Till Husemann
I am the Creator of "Curt Caveman", the main actor in Caveman-Racing, as you might have expected. I was responsible for his Modelling, the Texturing and I did all Animations needed in our Game. Special thanks to Daniel Kutter who did the first sketches of Curt.
By the way I spent lots of time "slurping" the camera correctly and to prevent it from dipping into the Track.

Jürgen Kadidlo
I spent most of the time developing the loading structure of our game, including level building, loading and memory management. After we decided to use Maya to build our track mesh we also decided that it would be the easiest way using it as a level editor. So I started to write an exporter using Maya's scripting language MEL. This little program exports all needed data, including meshes, textures and additional data for all level objects, to an xml-file. This xml-file is then parsed by our loader. The loader also deallocates all no longer needed memory. Developing the exporter didn't stop until the project was almost finished since we always found new things that had to be included. Another major task was the sound interface, which uses "fmod" to play and load all soundeffects. Beside that I designed and programmed the menu and the "gameplay-physics". The latter was necessary to actualize the status of all "physical objects" to be able to control the gameplay and play collision sounds.
Of course I also did some modelling and texturing since every one of us built his own level and gameplay, in my case it was the "chocolate mountain bowling".

Jan Rzehak

Jan Rzehak
www.janrzehak.de

My major task were our Racing-Physics. Our first approach was to use ODE and combine it with an Open-Source Terain-Engine. It worked, but we decided to build our Levels in Maya, because we would have more Control and Flexibility like that. I played around much with ODE-Parameters, but I didn't get the right "Kart-Feeling", so I decided to write own Racing-Physics and use ODE only for collision detection. Not that physical at all, but fun to play which was the main aim.
I also did some Modelling, wrote a "Mini-Particle-Engine" for Special-Effects and, finally, I was responsible for this website.