Tag: Making

Simplifilm com Brings Hollywood Movie Making to Software Demo Videos

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Article by 1888PressRelease

(18ȸPressRelease) Right now, Simplifilm.com is running a grand opening sale. They are offering 3 minutes of broadcast quality demo movie work for ,000 for the next four days, which is 40% off their going rate. This can equal up to 6 full videos. Says Johnson, “We are looking towards the future- we might lose some now, but getting client trust and relationships is what it’s all about.”

Simplifilm.com, founded in 썛 by Chris Johnson and Jason Moore, offers Hollywood-style software demo movies. Co-founder and Art Director Jason Moore is bringing his Hollywood experience to the table. Jason has credits on numerous productions, including TV cult hits “Jerrico” and “Human Target.” Simplifilm brings Hollywood-style animation and storytelling to software applications.

“It’s never just what the software does, it’s about why it’s used, and how you interact with it,” says Jason Moore, creative director. “We want to make everything touchable. A good video should make you feel like you’re using it. Even when it’s something that’s as drab as search engine software, there’s a human being that’s trying to accomplish something. We want to tap into that desire.”

Even though they are just getting started, there is a long waiting list for films. “When our first customer doubled their sales because of our video, he told all his friends.” Says Chris Johnson, co-founder and head of accounts. “That was a sales person’s dream- to have such an effective product that was actually helping great companies.”

The Simplifilm process is been simple: concept, script and direction. They say they begin with the concept – what parts of the application matter- what goes in and what’s left out. “We can’t cram all the features into a :60 second movie, we have to pick the best things,” says Moore.”Look at the iPad. You never see everything it does in one ad, but you get the idea over time. You can’t include everything.”

The Script is the next part, the specifics and narrations. With videos, there can be a lot going on. “Jason always amazes me,” says Chris Johnson. “He will have one thing going on with the voice over artist, and something completely different happening on the screen. Even so – it still matches and moves the story along.”Jason does most of the directing. “I try to tell a story. People are looking for an excuse to tune it out. But they need to see the end of the story, so if you make the movie into a story as much as you like.”

Chris Johnson and Jason Moore have already delivered about 20 demo videos in pre-launch, for clients like Headway Themes, Catalyst Themes and the SAVO Group. They combine character animation with exclusive voice talent to bring software videos to life. “Our voice over actors really add a lot to what we do. Bringing in someone that conveys the proper emotions at the proper times is a huge part of why our videos work so well.” Simplifilm.com is selective with the clients they pick – and it’s paying off. “We can’t take everyone that’s asked us to work with them,” says Chris Johnson. “It’s not good strategy if we had just a lineup of poor products or me-too stuff. If the product is bad, the story is hard. Who needs yet another Groupon clone? Software creations have to be different. Software can be life changing.”

About Simplifilm.com

You can reach simplifilm.com by emailing chris ( @ ) simplifilm dot com, or go to http://www.simplifilm.comsimplifilm.com/quote

Source:http://www.1888pressrelease.com/software-demo-videos/simplifilm/simplifilm-com-brings-hollywood-movie-making-to-software-dem-pr-322151.html

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Making a 3D Game With Ogre – Opening a Window

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Ogre is arguably one of the top free 3D engines available. It has been used as the basis of a number of successful commercial games, has a huge and active community, and includes a number of cutting edge features. In this tutorial series we will see how to create a simple shoot’em’up using the Ogre 3D engine. But before we can start making the game, we need to get some of the basics done, like initialise the Ogre engine and open a window on the screen. 

EngineManager.h

/*
* OgreEngineManager.h
*
* Created on: 18/12/2009
* Author: Matthew Casperson
*/

#ifndef OGREENGINEMANAGER_H_
#define OGREENGINEMANAGER_H_

#include “memory”
#include “string”
#include “map”

#include “OGRE/Ogre.h”
#include “OIS/OIS.h”

#include “ResourceLocationDefinition.h”

// define this to make life a little easier
#define ENGINEMANAGER OgreEngineManager::Instance()

// All OGRE objects are in the Ogre namespace.
using namespace Ogre;

/**
Manages the OGRE engine.
*/
class OgreEngineManager :
public WindowEventListener,
public FrameListener
{
public:
/**
Destructor
*/
~OgreEngineManager();
/**
Singelton access
@return The single instance of this class
*/
static OgreEngineManager & Instance()
{
static OgreEngineManager instance;
return instance
}
/**
Initialise the engine.
@param pluginFileName Location for the plugin config file
@param configFileName Location for the video config file
@param logFileName Location for the log file
*/
bool Startup(const std::string pluginFileName,
const std::string configFileName, const std::string logFileName);
/**
Initialise the engine.
*/
void Shutdown();
/**
Shutdown OIS input services
*/
void ShutdownInput();
/**
Gets the render window
@return The render window
*/
RenderWindow * GetRenderWindow() const
{
return window;
}
/**
Gets the Ogre root
@return The Ogre root
*/
Root * GetRoot() const
{
return root.get();
}
/**
Gets the OIS input manager
@return The OIS inoput manager
*/
OIS::InputManager* GetInputManager() const
{
return mInputManager
}
/**
Gets the OIS keyboard
@return The OIS keyboard
*/
OIS::Keyboard* GetKeyboard() const
{
return mKeyboard;
}
/**
Gets the OIS mouse
@return The OIS mouse
*/
OIS::Mouse* GetMouse() const
{
return mMouse;
}
/**
Starts the rendering loop. This function will not exit until
the rendering loop is stopped.
*/
void StartRenderLoop();
/**
Stops the rendering loop
*/
void StopRenderLoop() {engineManagerRunning = false;}
/**
Adds a resource location to be loaded. Must be called before Startup is called.
*/
void AddNewResourceLocation(const ResourceLocationDefinition& definition)
{resourceLocationDefinitionVector.push_back(definition);}
/**
Called when the window is closed.
*/
void windowClosed(RenderWindow* rw);
/**
Called once per frame.
*/
bool frameStarted(const FrameEvent& evt);

protected:
/**
Constructor. Initialises variables.
*/
OgreEngineManager();
/**
Load resources from config file.
*/
void SetupResources();
/**
Display config dialog box to prompt for graphics options.
*/
bool Configure();
/**
Setup input devices.
*/
void SetupInputDevices();
/// OGRE Root
std::auto_ptr root;
/// Default OGRE Camera
Camera* genericCamera;
/// OGRE RenderWIndow
RenderWindow* window;
/// flag indicating if the rendering loop is still running
bool engineManagerRunning;
/// resource locations
ResourceLocationDefinitionVector resourceLocationDefinitionVector;
//OIS Input devices
OIS::InputManager* mInputManager;
OIS::Mouse* mMouse;
OIS::Keyboard* mKeyboard;
};

#endif /* OGREENGINEMANAGER_H_ */

EngineManager.cpp

The constructor is used to set all of the pointers to NULL.

/*
* OgreEngineManager.cpp
*
* Created on: 18/12/2009
* Author: Matthew Casperson
*/

#include “iostream”
#include “sstream”
#include “OgreEngineManager.h”

OgreEngineManager::OgreEngineManager() :
root(NULL),
genericCamera(NULL),
window(NULL),
engineManagerRunning(true)
{

}

The destructor does nothing.

OgreEngineManager::~OgreEngineManager()
{

}

All of the initialisation is done in a function called Startup. This is because the OgreEngineManager class is a singleton, and one of the issues with using singletons is that you can’t really be sure when they will be destroyed. To get around this all the initialistion is done in the Startup function, and all of the destruction is done in a function called Shutdown. The random function will be used quite a bit in the game, so we start by seeding the random function with the current time, which is a pretty common way to generate a random seed.

bool OgreEngineManager::Startup(const std::string pluginFileName,
const std::string configFileName, const std::string logFileName)
{
// seed the random number generator
srand( (unsigned)time( NULL ) );

Here we create a new root object. This is going to be the first step in initialising the Ogre engine. The pluginFileName is the name of the text file that contains the names of the Ogre plugins that will be used. The configFileName is the name of a file that Ogre will use to save the details about the renderer and screen resolution. The logFileName is the name of a log file that Ogre will write to.

root.reset(new Root(pluginFileName, configFileName, logFileName));

This code causes Ogre to display a dialog box with the graphics options. If the player cancels out of the dialog box we return false, which will cause the application to quit.

if (!Configure()) return false;

The default number of mipmaps are specified. You can find out more information on mipmaps here.

TextureManager::getSingleton().setDefaultNumMipmaps(5);

We call the SetupInputDevices function to initialise OIS (Object-Oriented Input System), which is an external library that has become the de facto standard for accessing input devices in Ogre.

SetupInputDevices();

The Ogre resources are then loaded. The Ogre samples load their resources from a text file, but I prefer to keep these values in the source code (it’s one less thing that can be modified by the end user, and so is one less thing to go wrong). For this demo we won’t actually load any resources, but this will become important later on.

SetupResources();

The OgreEngineManager needs to receive notifications of two events. Since it extends the FrameListener class, The OgreEngineManagers frameStarted function is called once per frame. And by extending the WindowEventListener class we are notified of the window closing with the windowClosed function. However, these functions are not triggered automatically – we first need to register the OgreEngineManager with the appropriate objects.

root->addFrameListener(this);
WindowEventUtilities::addWindowEventListener(window, this);

Finally we return true to indicate that Ogre has been successfully initialised.

return true;
}

The shutdown function cleans up all of the Ogre resources. We start by removing the OgreEngineManager object from the list of FrameListeners and WindowEventListeners. This is a little redundant, because destroying the root object will do this anyway, but it doesn’t hurt to the through.

void OgreEngineManager::Shutdown()

root->removeFrameListener(this);
WindowEventUtilities::removeWindowEventListener(window, this);

The Ogre Root is then deleted.

root.reset();

And the remaining variables are set back to NULL

genericCamera = NULL;
window = NULL;
}

The render loop is a continuous loop that calculates the next frame and then displays it on the screen. The render loop is started with the StartRenderLoop function.

void OgreEngineManager::StartRenderLoop()
{
if (root.get())
root->startRendering();
}

The SetupInputDevices function initialises OIS. This code is taken from a Wiki page on OIS, which has a detailed breakdown of the initialisation process.

void OgreEngineManager::SetupInputDevices()
{
OIS::ParamList pl;
size_t windowHnd = 0;
std::ostringstream windowHndStr;

window->getCustomAttribute(“WINDOW”, &windowHnd;);
windowHndStr 0 )
mKeyboard = static_cast(mInputManager->createInputObject( OIS::OISKeyboard, false ));
if( mInputManager->getNumberOfDevices(OIS::OISMouse) > 0 )
mMouse = static_cast(mInputManager->createInputObject( OIS::OISMouse, false ));
}

The ShutdownInput cleans up OIS. Again, refer to the Wiki page for more information on this code.

void OgreEngineManager::ShutdownInput()
{
if( mInputManager )
{
if (mMouse) mInputManager->destroyInputObject( mMouse );
if (mKeyboard) mInputManager->destroyInputObject( mKeyboard );

OIS::InputManager::destroyInputSystem(mInputManager);
mInputManager = NULL;
}
}

The SetupResources function is where any Ogre resource files are loaded. These resource files are defined by the AddNewResourceLocation function, which will be used in later tutorials.

void OgreEngineManager::SetupResources()
{
for (ResourceLocationDefinitionVector::const_iterator iter = resourceLocationDefinitionVector.begin();
iter != resourceLocationDefinitionVector.end(); ++iter)
{
ResourceGroupManager::getSingleton().addResourceLocation((*iter).location, (*iter).type, (*iter).section);
}

ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
}

The Configure function displays the initial dialog box where the video options are specified. If the user canceled out of the box, this function returns false. Otherwise it returns true.

bool


Making your First Band Demo

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Article by David Meyerson

For start up bands, it is important to compile a demo CD for many reasons. When a band starts putting together their library of songs, it can be an incredibly exciting process to go into the recording studio and start music production of their first demo CD. Making your first band demo is not only exciting but it is a valuable tool for marketing. It can be used for promoting your music to increase your fan base and to show booking agents the genre and quality of music so you can get gigs and start making money.

A garage band demo can be the first step in moving from rehearsal space to performing in front of an audience. While playing for parents, siblings and a few friends and neighbors can be good practice, to be a serious band you have to get gigs. Many clubs and bars that feature live music will give budding bands a chance during off peak days or open mic sessions, most also require a rock band demo in order to gauge the talent of the band before booking. For special occasion events where a live band is desired such as weddings, bar mitzvahs, and birthdays a demo CD is required to be sure the host is booking an appropriate band.

In order to be sure you have the available demos to accommodate all your needs you will need to consider that once you give your demo to someone they will keep it. So, you have to have ample copies so you can give them out to as many venues or potential customers as possible. CD duplication is the means to accomplish this. CD mastering will give you a starting point with your music and from there you can make as many copies as you anticipate you will need.

For those who are making your first band demo, you may want to have a handful of copies to start off. You can either make copies as needed from your home or make them in lots of five or ten as you have time. The more popular you get, though and the more demand there is for your demo, you may want to then consider mass producing your CD professionally so you have additional copies on hand. This way you can sell them on the Internet or when you are at your live performances. While this will be a little more expensive it will save time, you will have a better quality and you can recoup your money through sales and additional bookings.

About the Author

David Meyerson loves to write music, read non-fiction, and in his spare time write articles on CD Duplication for UK based Duplication Centre Ltd.

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