2011-01-31

Synology DS 1511+



So I purchased this baby, it should be here in a week. Maybe more since our atmospheric conditions are trending to the less than favorable end of the spectrum. Loaded with 2 TB drives, I'll configure it as a RAID 6 or equivalent level of protection NAS.
This represents the first serious move I have ever made in the attempt to clean up and organize the vast amount of data I have acquired. Having a HD video camera sucked all the little magnetic pikmin out of my drive platters so fast you'd think it was some sort of monster movie. But, since I have about 3.7 TB of data and almost a literal million files, I figured I needed some way to back up this garbage; the important data only amounts to about 400 GB or so (models, music I made, data, programming) and the critical data still fits on a CD (core code, finances).

So, package wise, this NAS seems to be one of the top products out there. When I get the unit setup, I'll do a full review on it. So far it looks great, and very promising in the software end.


in the meantime, I've been attempting to fix a blender problem, which has been exceedingly difficult for no good reason. (I implemented the fix myself in C/C++ in an hour or two, and got it to work fine) I've been fighting it for over a week, and I'm still not anywhere close to done. Well, that's a lie, but it's not perfect yet.
The script, for those of you who use blender, lets you edit an armature, and it then corrects  your animations after you finish editing. That way, you can model, tweak your armature, make a animation to test, and not lose all that work in the process. You will still lose some, in some cases, since moving bones cannot be corrected; but rotating them or changing their roll can.
I know, it sounds simple right? The problem is the data is stored in local keyframes, as you know:
Parent Matrix * Armature Default Matrix * Pose Matrix = Final Matrix
And you simply solve for Pose Matrix:
Pose Matrix = Armature Default Matrix ^ -1 * Parent Matrix^-1 * Desired Final Matrix
So that applying the pose gets you the desired final matrix.
For whatever weird reason (mostly blenders shitty internal representations of rotations & poorly constructed math utilities, I'm sure many people suffered this) it doesn't. I'll figgure it out eventually. I seem to have rotations working, but not positions since positions apparently come from a different space transform or some silly thing.

Platforming game was going fine, as usual, artist hit RL problems, so I don't know what I'll be doing with it yet.

Played with Unity some. Using Unity makes the Blender Game Engine look good. And that is seriously saying something. And that something is that unity sucks*. But, what do you expect for free? It suffers from the same problems all game engines have. Oh well, it's still fun to mess around in. Did everyone just forget BGE had a webplugin too? Or did Unity just steal their source? Who knows.

Also, work is hard, and we're upgrading what I'm doing again. Fun stuff.

Peace out folks!

-Z