Setting up a Colored World
In a previous assignment you modeled and animated a hierarchical object of your choice. In
this assignment you will place your object in an actual world that includes colors and textures.
Keep in mind that you will use this world in producing a very short movie by the end of the
course. There are many steps to creating a movie that
involve a combination of aesthetic and technical skills. This course teaches you the basic
technical aspects. The aesthetic quality of the final result is, however, dependent
on how much thought and effort you put into it.
- Generate a world for your object. The world design is of your choice, but it should include
at least one additional Blender object (this may be, for example, another object for your hierarchical model to interact with, or a terrain / landscape to navigate, or a kite flying -- whatever you think might fit the theme of your project).
- Add colors (and textures, if you code in Vizard) to your world. You may do it in one of two ways (or both, if you choose to):
- Add materials (textures) to your various parts of your world in Blender, export the world as wavefront (.obj) format, and import it into your OpenGL (Vizard) program with all materials (textures) attached to it. See the
Blender resources for references on how to do this.
- Add colors and textures through your application. We have already seen how your OpenGL application can pass colors for individual vertices (or for an entire object) to the vertex shader. Check out these Vizard resources for adding colors and textures in Vizard.
At the beginning of your code, write a clear description of what the program does. Insert
explanatory comments throughout your code.
Email to your instructor:
- A snapshot of your colored world.
- All the source files needed to recompile your code, plus your .blend files for the objects created in Blender.
- A readme file explaining the amount of time spent on this assignment, any known bugs, and
any suggestions for improvement to this assignment.