Sunday, July 16, 2017

FIddlesticks

Thursday's practice was thirty minutes of doing scales.

The Cecelio arrived in early July of 2016. That means last week I marked the first year of learning violin. I can basically get through a tune now. Accidentals, string crossing, shifting, the start of a vibrato. I'm not doing much in special bowing and I've yet to assay a double stop.

This next year is basically about refining. About, more than anything else, getting comfortable. Right now it still takes so much concentration there are days I simply can't practice.


Thursday, July 13, 2017

Informative Tombs

I was dashing off a couple simple scenes for a Tomb Raider fanfic when I suddenly stalled. I wanted to put a little color in the bit (from Tomb Raider: Anniversary) about Natla telling Lara the location of lost Vilcabamba.

Trouble is, Vilcabamba isn't lost. Well, it was, but only a little. Hiram Bingham found the site in 1911, it was identified in 1960, and in the 70's the identification was widely published.

We can give the 2007 game a pass as it is a fairly faithful reproduction of the 1996 game. But, really -- calling it "Lost Vilcabamba" in 1996 is pretty shoddy research.



There's a more important omission in the game, however. And that is, lost or not, Vilcabamba is interesting. What it was and the part it plays in the final act of the Incan civilization is fascinating enough that at least two works of fiction were inspired by it. But all the game does is throw out the name.

(At least the player gets that much; they might be inspired to look it up. There is a major location in the first game of the Crystal Dynamics "trilogy" that doesn't even get a name. In fact, only indirect evidence even tells which country the site is located in!)

This is particularly sad because the art direction of all the games has made an effort to bring in some of the artistic motifs, architectural elements, living arrangements, natural surroundings, etc., appropriate to the various cultures brushed against.

The 2013 game does a little better. Particularly nice are the "artifacts," in-game collectibles that have a nicely textured model that can be turned and examined, along with a charming commentary by this game's college-student version of Lara on the artifact's history, use, cultural context, etc.

Pity these are outside of the main plot. In fact, few elements that are important to the plot or the gameplay are examined in any interesting detail. Heck; there are plenty of people who would enjoy a name given to the various wartime wrecks littering the island and the handy weaponry (mostly left behind by the Japanese Army) that Lara picks up. At least there's a bit on the (actual) Himiko, but what the game gives is almost entirely unique to the plot and has little to do with any actual historical myths.

I do realize games are rarely about context. Gameplay is king, and that only makes sense. But the Civilization games made a name in part by referring to real historical developments and making it possible to learn things about them that went beyond what was strictly necessary for game play. In a very different example, the game Skyrim is absolutely stuffed with context, with artifacts and cultural ways and histories and architectures and stories, stories, stories.

In and among the gold pieces and healing potions stuck into treasure chests or littering a bandit's hideout are plates and bales and pots and eating utensils and other cultural relics that can be picked up and examined, and also books, books that add no skill points, carry no hints, have in short no influence on game play, but books that contain multiple readable pages of text. Of stories and legends and songs, all there just to give more background, more detail....more texture to the world.

So, yeah. If I'm playing a first-person shooter set in W.W.I, I want to have equipment that is modeled after the real things. And I want the game to tell me the real names. And some of the context. To name the battle, to name the leaders, to explain why it matters, to tell me (or better yet, let me experience personally) how it unfolded in history.

I don't need this for every game. But any game that flirts with history would, I think, want to make that history breath. To have more than just a name here and there or an accurate in-game model, but to make it possible for you to learn from it. To inform, just enough so you get the value of that peculiar thing games can do; to allow you to walk within and interact.

To experience the thrill and the sorrow of walking the ruins of that last Incan stronghold, knowing what you are looking at...and why it matters.

Sunday, July 2, 2017

A Bridge Too Far

I've taken ownership of the Pfretzschner. That is to say, I've started modding it. I don't know what the history of the bridge is (it's probably not original) but it looks like it has been through a number of hands. On closer examination, the curve is all wrong.

The A string was sunk far too deep. I could work with it in 1st Position but when I really started working 3rd I couldn't sound it without hitting another string. So I cut a tiny sliver of hardwood out of the back of a file handle and glued it in with CA glue. Re-shaped, cut a new notch.

The E string is still not right. This may be the fault of the bridge having been cut for an E without the protective sleeve. In any case, the compound curve just isn't there (oddly, though, someone seems to have monkeyed with the G string -- the curve there is sharper than it should be). Enthused by my success with the A string I lightly recurved and deepened the notch for the E string by less than a string width.

And it feels good now.

And that all inspired me to another crafts project:


The metal practice mute was not working for me. I have lots of scrap materials at work, though. So I cut two pieces of thick rubber, bolted them together (no need for Barge Cement for something this simple) and cut string notches in it.

Works like a charm. The volume is significantly lower but much of the sound quality is still there. Only drawback is not being able to see the fingerboard over the mute. But then, I'm not supposed to be working by eye anyhow.

Now all I need is to find a shoulder rest I like. Perhaps I should build my own there, too....




The U-bass, meanwhile, has developed a minor electronics issue. Volume dropped a bunch. I may have to swap out the pre-amp. Going to try adding an external pre-amp first.

I'm working up a full Instructable when I finally finish the thing, but here's a preview pic of my other bass-related project:


At two violins, a ukulele, and a bass (not to mention three recorders, a crumhorn, a bombarde, and a penny whistle -- and of course two 61-key keyboards and a couple of mini keyboards) I really need to add some kind of rack to my collection as well.




The main musical adventure of the moment is theory, however. I really need to improve my music theory. I've been listening to podcasts -- maybe not the optimal format, but very efficient for studying during work hours.

I'm realizing I need more theory to do what I want to with my next big composition. I want especially to be more deliberate with harmony, especially harmonic progression. Fumbling around for chords that sound cool kinda works for solo piano stuff, but it becomes a huge pain trying to find which notes to harmonize with, which need emphasis, etc. when working up a full arrangement.

More on that later. I'm strongly contemplating an unrelated sketch just to get back into things.

But, hey, if I do it right, I can work in some violin recording. I'm just about ready to start learning parts.

Monday, June 26, 2017

copy morphs from actor to another

There were a couple hits recently with the above as a search term.

It is relatively easy -- if you read the question on way (and much harder if you read the question the other).

Morphs in the Poser universe are a set of deltas. Poser meshes are .obj files (or .obj format imbedded in a Poser native format like .pp2) that define a 3d surface via a set of vertices connected by edges and filled in with faces. Each vertice has 3 Cartesian coordinates; x, y, z.

A morph file must have an entry for every single vertice of the mesh it will be applied to, in the same order (called "winding order") that they are listed in the .obj file. Each of these entries is a move in the x, y, and z directions.

This is what give morphs their flexibility. A single morph can be applied at a fraction of the full move, a multiple of it, or even as a negative of that move. They can also be combined; the final position of the target vertice will be the result of the addition of all the vectors.




With that out of the way; to move a morph from one file to another merely involves copying the big chunk of text that lists all the deltas. Plus a control. So, basically, copy the entire channel; everything within the brackets following "targetGeom nameOfMorph".

I should note that as of...I think Poser 5...it was possible to store the actual morph data in an external file. I never worked with those in my prop creation so I can't advise there.

There were also and probably still are third-party helper applications, some of them running within Poser itself using Poser Python, to copy and paste (and also delete and rename) morphs for you.



However. The morph has to be for the same mesh. The exact same mesh. Even one missing vertice will cause it to barf. I have to make particular note of this because in the Poserverse, "Actor" is the name for an individual part. A leg or arm or individual gear in a gearbox or whatever. Poser uses the term "Figure" (or prop) to refer to a fully rigged instance within the workspace. And, no; a morph designed for a leg will not work on an arm, any more than a morph designed for V2 will work on V3.

Ah, but there is more. It may not be possible to copy a morph, but there are ways to duplicate it. Manually, by using magnets and other deformers in the Poser workspace or mesh modeling tools outside (again, be very, very careful not to change the number of vertices or their winding order). There are also automated tools. PhilC makes some amazing ones that run within Poser itself (using Poser Python, natch).

Saturday, June 17, 2017

No More One-Man Jazz Trio

I got rid of my drum kit. Gave it in a long-term no-conditions loan to a friend at work. I hadn't even realized (until I got home) that with the recent acquisition of the Kala U-Bass I actually had piano, bass, and drums in the house.

That's the old-school Jazz Trio. It is a great blend of instrumentation.

The drums weren't great, anyhow. Roland SPD-20 "brain," a Roland FD-7 hi hat pedal and one PD-8 that I usually had set up as a snare. As a kit, it needed a lot of work yet. The hi hat controller had a lousy feel, there was no kick pedal, and no-where near enough pads, even including the surface of the SPD-20 itself. But even if it was complete, that's simply not the direction I'm going now.

See, that particular arrangement of controllers is to simulate this:


The pic above is a render of a kit I created in 3d. (Complete with multiple options, textures, fully adjustable and animatable...but that's not the point). The point is that an element of the sound is placed to be triggered from each limb. The right foot tapping the kick on the 1 and 3, left hand on the snare at the 2 and 4, heel-toe on the hi hat pedal on the quarter notes, and right hand laying down eighths on hat or ride (on the kit above, that's a hybrid crash-ride).

And many, many variations thereon. It's all about the coordination, and the idioms descend from the physicality, from what is easier to reach in conjunction with what or which movements naturally coordinate. And the best way to get it is to have those controls with that response in the right positions. You pretty much need something, whether it is an actual acoustic drum kit, or a set of sensors, sprawling out and taking up space in that arrangement or close to it.

Which is partially what my friend was looking for. But also, honestly, even if you are simulating timpani or tin-pan, bongos or part of a gamelan, having big pads to swing a stick at is better than trying to do it on piano-style keys. Or even those cute little baby touch pads on some keyboard controllers.


Thing of it is: you can study and simulate the idiom, but even the way a timpanist mutes the drums with their fingertips to control the long sustain requires an extra effort to simulate. To replicate the kind of intimate complex interaction of the player with a tabla or bodhran or the jazz standard of brushed snare is much, much harder.

And the natural sounds are not there. All the ways the tones interact, all the side noises (wanted, unwanted, or merely accepted), are part of the character of the instrument and the intimacy and presence of the sound.





It might seem like the electric bass and violin, and the Behringer 61-key, are counter to that idea. Don't be deceived by the terminology. Both my first violin and my new bass are electrically amplified, but the sound of the sound is entirely physical. It is the same vibration of strings as a true violin or an upright bass.

Well, sort of. The tone on both (the U-bass is a solid-body model) is simpler, lacking the full body resonances of a primarily acoustic instrument. But they do share -- in fact, because of this same lack of natural acoustic amplification, they even have more -- of the finger noise and bow noise and fret buzzing and all of that.

In short, both have a tone that is far too expressive. Every move my fingers make, intentional or not, is broadcast by the instrument.

You might think the keyboard is the odd one out here, but not exactly. The majority of keyboard instruments share one dirty secret; they are mechanical. If I fret on the bass where I place my finger and how I place my finger matters in the resulting sound. If I play a note on the piano...it plays. So a MIDI keyboard sacrifices very little of the nuance of the performer.

(I hasten to add -- that's when it is used to mimic keyboard instruments. It captures fairly faithfully a piano or organ performance. It fails to deliver the necessary control and thus nuance of a string or wind performance when it tries to mimic one.)




So I've been seeing a lot of stuff done with novel orchestration, and with hand-made and improvised instruments. I am still intrigued by the idioms of specific folk musics, of how a bluegrass fiddle is different from a klezmer violin, of the kinds of flourishes typical of an Irish penny whistle, but I'm becoming a lot more cosmopolitan in my arranging.

I'm just as happy, now, putting together groups of instruments that sound good, with whatever interesting techniques each player can muster, as I am with trying to "play the game" and stick with the style, idioms, and expectations of a classic jazz trio.

And in any case...I won't have the piano I want until I've gotten around to hooking up that Raspberry Pi-based keyboard module.


Monday, June 12, 2017

The First Time's the Best: The "Civ Problem"

There's a problem in most computer games. It first came to my attention while playing the Civilization series. Once you've isolated it, though, you see it occurring over and over.

It has to do with the way certain things -- from building a city to opening a treasure chest -- become by the middle of the game rote, boring, and annoying, with too many button clicks and a long animation to sit through. Paradoxically, in the early game these tasks are fresh and exciting enough you as the player find yourself wanting even more. More choices. Longer animations. More detail.

In my opinion, the choice to try to strike a balance is the wrong one. I think games need to do something different. The question is how the design team can afford it.


Saturday, June 3, 2017

We'll make it your way

I work at a company that is essentially using Just-in-time manufacturing technique. Our product line is nimble and always changing, and our catalog is deep, so ww essentially build each order as it comes in. And as a necessary adjunct to this, we only keep enough stock on hand to fill known orders.

That's basically what I was doing. However, the lead time on acrylic, PCB boards, small parts, etc. is enough that I had to anticipate Holocron orders somewhat and purchase those materials ahead. Unfortunately, I guessed wrong. It looks like I'm going to be stuck with unused parts. Whilst, simultaneously, being short of what I need to finish the remaining orders.

The problem is largely one of changes.