- If the Internet is Addictive, Why Don’t We Regulate It? — an excellent look at behaviourism, gambling machine flow, design-for-addiction, attention, regulation. As Schüll puts it: ‘It just seems very duplicitous to design with the goal of capturing attention, and then to put the whole burden onto the individual.’
- Zipnish — using varnish as middleware for your microservices, with Zipnish to create Zipkin-style analysis of your API performance.
- Using Polarisation to Improve 3D Scanning (PDF) — The proposed technique can resolve finer detail than some laser scannners
- Anti-Disassembly Tricks Used in Malware — also “things I remember from trying to break copy protection in 1980s games.”
An overview of the 3D animation process using Blender.
Creating 3D animations is like writing software. Both processes require
knowing certain industry terms. Some animation terms are:
- Setting up the scene with cameras, lights, and other effects
Let’s define each of these, and then we’ll dig into some code with Blender’s API.
Modeling is the process of creating 3D models. One way is to represent the 3D model as points in 3D space. Each point, or vertex, has 3 coordinates: an X, an Y, and a Z coordinate, to define its location in 3D space. A pair of vertices can be connected by an edge, and edges bound polygons called faces. These faces define the surface of the model. Modeling is all about creating these sets of vertices, edges, and faces.
To create a model, we usually start with a primitive shape (like a sphere or a cube) and reshape it into what we’d like. Individual vertices, edges, and faces can be repositioned. New vertices, edges, and faces can be added to the basic model through simple operations. Two common ones are extrusion and subdivision.