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AIDev/aiNotes.htm

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AboutMe/Film_Work.htm

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<br>
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<br><span class="innerCenter">
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I was part of 2 published Siggraph papers and was allowed the opportunity to speak at <span class="textBump">Siggraph 2015</span>.
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<br>The talk was to a decently full room about camera based crowd navigation for <span class="textName">Peanuts</span>.
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<br>The talk was to a decently full room, my bit was about camera based crowd navigation for <span class="textName">Peanuts</span>.
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</span>
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<br><div class="ppamHBar"></div>

AboutMe/Film_Work.htm.md

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I was part of 2 published Siggraph papers and was allowed the opportunity to speak at Siggraph 2015.
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The talk was to a decently full room about camera based crowd navigation for Peanuts.
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The talk was to a decently full room, my bit was about camera based crowd navigation for Peanuts.
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While working in Crowds,
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Init.htm

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<div class="textSpacer"></div>
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I'm a technical artist with years of film, XR, &amp; immersive experience.
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<br>&nbsp;&nbsp;This site is a show of my work!
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<br>&nbsp;&nbsp;This site is a show of my work.
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<div class="textSpacer"></div>
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Init.htm.md

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I'm a technical artist with years of film, XR, & immersive experience.
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This site is a show of my work.
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Trancor is my pre-rendered graphics & diy builds,
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ProcStack is coding & real-time graphics creations ('Trancor' was taken on github),
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Kevin Edzenga is just ... Me.
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I built this site to show off my work,
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From the site's code to it's 3d modeling, shaders, even pxlNav itself!
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Everything the light touches! ...sorta.
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I didn't make Three.js, certainly.
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Kevin Edzenga is just ... Me.

bots/AIDev.htm.json

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"lastModified": "2025-09-15",
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bots/ProjectsLinks.htm.json

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{
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bots/pxlNav.htm.json

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{
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"title": "",
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bots/pxlNav_Whats_pxlNav.htm.json

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"type": "image",
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"src": "../pages/pxlNav/images/userDetails.webp",
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"alt": "Showing User Details in different CGI programs",
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"caption": "Add custom User Details to objects in your 3d modeling software, Allowing pxlNav to better understand your FBX file."
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"caption": "Add custom User Details to objects in your 3d modeling software, Allowing pxlNav to better understand your FBX / GLTF file."
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}
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]
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}

bots/siteContent.json

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"title": "Init.",
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"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.",
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"media": [],
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"content": "\n<span class=\"procPagesHeaderStyle initHeaderStyle\">Ahoi there!</span>\n<div class=\"initPage_hBarStyle\">&nbsp;</div>\nI'm <span class=\"textNudge\">ProcStack</span>, <span class=\"textNudge\">Trancor</span>, & <span class=\"textNudge\">Kevin Edzenga</span>,\n<br>&nbsp;&nbsp;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>&nbsp;&nbsp;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\">&nbsp;&nbsp;I didn't make Three.js, certainly.</span>\n<br><br>\n ",
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"content": "\n<span class=\"procPagesHeaderStyle initHeaderStyle\">Ahoi there!</span>\n<div class=\"initPage_hBarStyle\">&nbsp;</div>\nI'm <span class=\"textNudge\">ProcStack</span>, <span class=\"textNudge\">Trancor</span>, & <span class=\"textNudge\">Kevin Edzenga</span>,\n<br>&nbsp;&nbsp;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>&nbsp;&nbsp;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 ",
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"pageURL": "https://procstack.github.io/Init.htm",
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"relativeURL": "./Init.htm"
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},
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},
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"pxlNav.htm": {
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"jsonURL": "https:\\procstack.github.io\\bots/pxlNav.htm.json",
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"lastModified": "2025-10-05",
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"title": "",
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},
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"ProjectsLinks.htm": {
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"lastModified": "2025-09-15",
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"title": "",
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"description": ".",
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"media": [],
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},
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"AIDev.htm": {
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"jsonURL": "https:\\procstack.github.io\\bots/AIDev.htm.json",
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"lastModified": "2025-10-05",
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"title": "",
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"caption": ""
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"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 &nbsp;&nbsp;<span class=\"textInblockBox\">Character Simulation Technical Director (TD)</span> for hair / clothing sims & tools in <span class=\"textName\">Maya</span> on -\n <br>&nbsp;&nbsp;&nbsp;&nbsp; <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 &nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp; <span class=\"textName\">Ice Age 4</span>\n \n <div class='textSpacer'></div>\n\n &nbsp;&nbsp;<span class=\"textInblockBox\">Crowds TD</span> navigation, sims, & tools in <span class=\"textName\">Houdini</span> on -\n <br>&nbsp;&nbsp;&nbsp;&nbsp; <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>&nbsp;&nbsp; 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>&nbsp;&nbsp; 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>&nbsp;&nbsp; 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>&nbsp;&nbsp; This allowed some agents to push past each other, while others would slow/stop and wait for them to pass.\n <br>&nbsp;&nbsp; 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>&nbsp;&nbsp; But I think I'll save that for another time.\n\n <br>\n <br>\n </div>\n ",
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"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 &nbsp;&nbsp;<span class=\"textInblockBox\">Character Simulation Technical Director (TD)</span> for hair / clothing sims & tools in <span class=\"textName\">Maya</span> on -\n <br>&nbsp;&nbsp;&nbsp;&nbsp; <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 &nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp; <span class=\"textName\">Ice Age 4</span>\n \n <div class='textSpacer'></div>\n\n &nbsp;&nbsp;<span class=\"textInblockBox\">Crowds TD</span> navigation, sims, & tools in <span class=\"textName\">Houdini</span> on -\n <br>&nbsp;&nbsp;&nbsp;&nbsp; <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>&nbsp;&nbsp; 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>&nbsp;&nbsp; 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>&nbsp;&nbsp; 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>&nbsp;&nbsp; This allowed some agents to push past each other, while others would slow/stop and wait for them to pass.\n <br>&nbsp;&nbsp; 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>&nbsp;&nbsp; But I think I'll save that for another time.\n\n <br>\n <br>\n </div>\n ",
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"pageURL": "https://procstack.github.io/AboutMe/Film_Work.htm",
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"relativeURL": "./AboutMe/Film_Work.htm"
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},

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