|
5 | 5 | "title": "Init.", |
6 | 6 | "description": "Ahoi there!\n \nI'm ProcStack, Trancor, & Kevin Edzenga,\n Which ever ya feel like calling me!\n\n\n\nI'm a technical artist with years of film, XR, & immersive experience.", |
7 | 7 | "media": [], |
8 | | - "content": "\n<span class=\"procPagesHeaderStyle initHeaderStyle\">Ahoi there!</span>\n<div class=\"initPage_hBarStyle\"> </div>\nI'm <span class=\"textNudge\">ProcStack</span>, <span class=\"textNudge\">Trancor</span>, & <span class=\"textNudge\">Kevin Edzenga</span>,\n<br> Which ever ya feel like calling me!\n\n<div class='textSpacer'></div>\n\nI'm a technical artist with years of film, XR, & immersive experience.\n\n<div class='textSpacer'></div>\n\n<span class=\"textNudge\">Trancor</span> is my pre-rendered graphics & diy builds,\n<br><span class=\"textNudge\">ProcStack</span> is coding & real-time graphics creations <span class=\"textDrinkMeAlice\">('Trancor' was taken on github)</span>,\n<br><span class=\"textNudge\">Kevin Edzenga</span> is just ... Me.\n\n<br><br>I built this site to show off my work,\n<br> From the site's code to it's 3d modeling, shaders, even <span class=\"textNudge\">pxlNav</span> itself!\n<br><span class=\"textNudge\">Everything the light touches!</span> ...sorta.\n<br><span class=\"textDrinkMeAlice\"> I didn't make Three.js, certainly.</span>\n<br><br>\n ", |
| 8 | + "content": "\n<span class=\"procPagesHeaderStyle initHeaderStyle\">Ahoi there!</span>\n<div class=\"initPage_hBarStyle\"> </div>\nI'm <span class=\"textNudge\">ProcStack</span>, <span class=\"textNudge\">Trancor</span>, & <span class=\"textNudge\">Kevin Edzenga</span>,\n<br> Which ever ya feel like calling me!\n\n<div class='textSpacer'></div>\n\nI'm a technical artist with years of film, XR, & immersive experience.\n<br> This site is a show of my work.\n\n<div class='textSpacer'></div>\n\n<span class=\"textNudge\">Trancor</span> is my pre-rendered graphics & diy builds,\n<br><span class=\"textNudge\">ProcStack</span> is coding & real-time graphics creations <span class=\"textDrinkMeAlice\">('Trancor' was taken on github)</span>,\n<br><span class=\"textNudge\">Kevin Edzenga</span> is just ... Me.\n<br><br>\n ", |
9 | 9 | "pageURL": "https://procstack.github.io/Init.htm", |
10 | 10 | "relativeURL": "./Init.htm" |
11 | 11 | }, |
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46 | 46 | }, |
47 | 47 | "pxlNav.htm": { |
48 | 48 | "jsonURL": "https:\\procstack.github.io\\bots/pxlNav.htm.json", |
49 | | - "lastModified": "2025-09-15", |
| 49 | + "lastModified": "2025-10-05", |
50 | 50 | "title": "", |
51 | 51 | "description": ".", |
52 | 52 | "media": [], |
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129 | 129 | }, |
130 | 130 | "ProjectsLinks.htm": { |
131 | 131 | "jsonURL": "https:\\procstack.github.io\\bots/ProjectsLinks.htm.json", |
132 | | - "lastModified": "2025-09-15", |
| 132 | + "lastModified": "2025-10-05", |
133 | 133 | "title": "", |
134 | 134 | "description": ".", |
135 | 135 | "media": [], |
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446 | 446 | }, |
447 | 447 | "AIDev.htm": { |
448 | 448 | "jsonURL": "https:\\procstack.github.io\\bots/AIDev.htm.json", |
449 | | - "lastModified": "2025-09-15", |
| 449 | + "lastModified": "2025-10-05", |
450 | 450 | "title": "", |
451 | 451 | "description": ".", |
452 | 452 | "media": [], |
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592 | 592 | "caption": "" |
593 | 593 | } |
594 | 594 | ], |
595 | | - "content": "\n <div class='textSpacer'></div>\n <div class='procPagesAboutMe-infoStyle'>\n In the past, I worked on <span class=\"textNudge\">9</span> films, <span class=\"textNudge\">8</span> of those at <span class=\"textBump\">Blue Sky Studios</span>.\n \n <div class='procPagesAboutMeSpacer'></div>\n \n <span class=\"textInblockBox\">Character Simulation Technical Director (TD)</span> for hair / clothing sims & tools in <span class=\"textName\">Maya</span> on -\n <br> <span class=\"textName\">Epic</span>, <span class=\"textName\">Rio 1</span> & <span class=\"textName\">Rio 2</span>\n \n <div class='textSpacer'></div>\n\n <span class=\"textInblockBox\">Effects TD</span> doing volume sims (snow & dust plumes), particles, some RBDs, & tools in <span class=\"textName\">Houdini</span> & <span class=\"textName\">Maya</span> on -\n <br> <span class=\"textName\">Ice Age 4</span>\n \n <div class='textSpacer'></div>\n\n <span class=\"textInblockBox\">Crowds TD</span> navigation, sims, & tools in <span class=\"textName\">Houdini</span> on -\n <br> <span class=\"textName\">Ferdinand</span>, <span class=\"textName\">Rio 2</span>, <span class=\"textName\">Peanuts</span>, <span class=\"textName\">Ice Age 5</span>, & <span class=\"textName\">Spies In Disguise</span>\n \n \n <br>\n <br><span class=\"innerCenter\">\n I was part of 2 published Siggraph papers and was allowed the opportunity to speak at <span class=\"textBump\">Siggraph 2015</span>.\n <br>The talk was to a decently full room about camera based crowd navigation for <span class=\"textName\">Peanuts</span>.\n </span>\n\n <br><div class='ppamHBar'></div>\n \n <br>While working in <span class=\"textName\">Crowds</span>,\n <br> I built most of the navigation tools, placement, pathing, obstacle detection, and made the usual crowd/boid navigation logic itself in Houdini for Birds & Land critters.\n \n <br>\n <br>I wrote systems to understand the terrain and how to follow the flow of the ground,\n <br> Multi-limb IK for the people & animals to walk over uneven terrain, and a 'lookAt' system for the characters to look around with multiple neck joints smoothly.\n <br> While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not.\n\n <br>\n <br>One of the personality traits I gave the crowd agents was 'rudeness';\n <br> This allowed some agents to push past each other, while others would slow/stop and wait for them to pass.\n <br> This gave the crowd a more natural feel, as if a few had \"somewhere to be\".\n\n <br>\n <br>I could talk about the horse-and-jockey system I helped build, or the post-simulation joint editing tools, or the IK heel offsets & foot locking,\n <br> But I think I'll save that for another time.\n\n <br>\n <br>\n </div>\n ", |
| 595 | + "content": "\n <div class='textSpacer'></div>\n <div class='procPagesAboutMe-infoStyle'>\n In the past, I worked on <span class=\"textNudge\">9</span> films, <span class=\"textNudge\">8</span> of those at <span class=\"textBump\">Blue Sky Studios</span>.\n \n <div class='procPagesAboutMeSpacer'></div>\n \n <span class=\"textInblockBox\">Character Simulation Technical Director (TD)</span> for hair / clothing sims & tools in <span class=\"textName\">Maya</span> on -\n <br> <span class=\"textName\">Epic</span>, <span class=\"textName\">Rio 1</span> & <span class=\"textName\">Rio 2</span>\n \n <div class='textSpacer'></div>\n\n <span class=\"textInblockBox\">Effects TD</span> doing volume sims (snow & dust plumes), particles, some RBDs, & tools in <span class=\"textName\">Houdini</span> & <span class=\"textName\">Maya</span> on -\n <br> <span class=\"textName\">Ice Age 4</span>\n \n <div class='textSpacer'></div>\n\n <span class=\"textInblockBox\">Crowds TD</span> navigation, sims, & tools in <span class=\"textName\">Houdini</span> on -\n <br> <span class=\"textName\">Ferdinand</span>, <span class=\"textName\">Rio 2</span>, <span class=\"textName\">Peanuts</span>, <span class=\"textName\">Ice Age 5</span>, & <span class=\"textName\">Spies In Disguise</span>\n \n \n <br>\n <br><span class=\"innerCenter\">\n I was part of 2 published Siggraph papers and was allowed the opportunity to speak at <span class=\"textBump\">Siggraph 2015</span>.\n <br>The talk was to a decently full room, my bit was about camera based crowd navigation for <span class=\"textName\">Peanuts</span>.\n </span>\n\n <br><div class='ppamHBar'></div>\n \n <br>While working in <span class=\"textName\">Crowds</span>,\n <br> I built most of the navigation tools, placement, pathing, obstacle detection, and made the usual crowd/boid navigation logic itself in Houdini for Birds & Land critters.\n \n <br>\n <br>I wrote systems to understand the terrain and how to follow the flow of the ground,\n <br> Multi-limb IK for the people & animals to walk over uneven terrain, and a 'lookAt' system for the characters to look around with multiple neck joints smoothly.\n <br> While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not.\n\n <br>\n <br>One of the personality traits I gave the crowd agents was 'rudeness';\n <br> This allowed some agents to push past each other, while others would slow/stop and wait for them to pass.\n <br> This gave the crowd a more natural feel, as if a few had \"somewhere to be\".\n\n <br>\n <br>I could talk about the horse-and-jockey system I helped build, or the post-simulation joint editing tools, or the IK heel offsets & foot locking,\n <br> But I think I'll save that for another time.\n\n <br>\n <br>\n </div>\n ", |
596 | 596 | "pageURL": "https://procstack.github.io/AboutMe/Film_Work.htm", |
597 | 597 | "relativeURL": "./AboutMe/Film_Work.htm" |
598 | 598 | }, |
|
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