great. the blue dot tracking head position is doing great, along with mouth open tracking and blink tracking. the control of the vehicle is too complicated. just use the x position of the head tracking (used for displaying blue dot) as a target for the guy to drive to. use the y position of the head (blue dot uses it) to have a target to extend or retract the pole to that hight. for the pole going left or right, face tilt or turn can be used, but keep its behavior where it only extends about 15% of the width of the screen in either direction. make the world loop on the x boundary so elements are continuous over that edge. make sure the guy floats to the top when stuff piles over him. you can remove the retro scan line rendering and try to make it more intensely pixel art render style with nearest neighbor and no smoothing.
make closing eye cycle the material that is ejected. keep head position as modifying the arm position. but use head tilt to accelerate car back and forth. currently the car doesn’t move. let car float to top when covered by earth or vegetation and turn into a boat with water. a man in the car says ouch with small pixel letters floating up from him if he is burned. put random spouts of elements and a key that if you drive to it randomizes the spout locations and moves the key. key floats to top of materials just like car. car has physics similar to those 2d motorcycle jumping games. spider spends all his time in the corner. every min roughly drop a long thread to the ground, go there and walk somewhere else to start a new web. if tree is encountered, go up it an start new web. init level with trees and drop random tree seeds every 30 seconds approximately
I want the guy at the bottom to have acceleration determined by position of head in frame. center nothing, left right proportional acceleration. currently can’t get him to drive or expel sand water fire earth. put a little circle graphic with eyes mouth tounge and head position to show what is being tracked. make the thing at the top not change directions so much, be a graceful, slower, larger directional movements. it is either placing a new thread by swinging with the wind (show wind arrows), or backtracking along web or a bridge frame in the sky
make the concentric circles separately selectable. make the people arrows separately selectable. make tab tab through the different selections, and add a slider for selecting elements quickly, that is an integral slider that has as many values as there are objects, and updates whenever you select something different -bi directional.
instead of using a fixed threshold like 1% for moving points small area points, have an iterative solution where the point with lowest percent area is moved to position near the highest area point. the distance to the point nearest to the highest area point is calculated- and the point to be moved is moved to half of the distance to its nearest neighbor- with the direction of angles between chosen by seed. this process can be repeated iteratively- so that N small area points can be moved at a time, with stats recalculated after each movement so all the points are not bunched up near the highest area point.
also - make colors of points not morph/tween. colors of points can change but it should be global.
make it easy to add n points using a slider from 1 to 500 to select number of points. when points are reduced, still store the last positions at each frame, just change the length variable so they can be added back later
make a deterministic color optimizer that looks at the average color of target of all areas across frames .
ie if points 1 maps to one pixel of target black in frame 1, and four pixels of white in frame two- that point would be set to 4/5 white because that is the average weighted by per frame area. make a percentage slider from zero to 100 percent on how often to remap colors. make a percent slider for how often to move lowest area point near highest area from 0 to 100 during training. only commit if lower error.
make manual color remap opto button as well.
add stats button that calculates percent area covered by each point, with a threshold slider to move points below threshold to random position near points with most area within a slider controlled radius, with previewing before commit and seed inc dec buttons for random jump selection
points are too much in center of square mapping. use the angle of p and q to map to x and y of surface to make the distances have no bias and be super symmetrical and perfectly tile
option for sequential morphing where point 1 goes to point 2 position, 2 to three, etc, cycles around.
option for higher quality preview and background tile, using more device pixels, 512 by 512, or 256 or 1024. scale slider. use nearest neighbor rendering on background tile image. option to use average color of farthest point and closest point. option to not draw points on background/preview render. prevent background flash on training updates where positions are rendered to background while animating the tween and it momentarily jumps to the key frame position
the optimize across all keyframes is causing an issue where it seems to try to create a single configuration that works equally well across frames. when in reality - we want to compare how a configuration effects every frame equally but in the configuration that each frame would have.
for example, if we were matching the numbers 1 2 and 3, and the first and last number were key frames, we would want 1 and 3 to be the values, because 2 would be perfectly interpolated. right now, it is as though it is picking 2 and 2.
there is a bug where the colors in the top section are not updated as the training occurs. I am only doing the first frame training colors so I thought it would handle that.
also I would like a button to move points to nearest point on circle with radius one on P and Q. that option moves all points in the training position keyframes, to let them re-drift out. without this feature, points can be masked and far away.
no randomize, simpler distribute colors- single button, always anchor to first and last. optimize the training so it can hone in on target much much faster and then use slider to get more accurate when closer.
don't show table of all the values, position, colors.
make it auto save trained best covers to frames
make a mode where it measures error across every frame, so when optimizing color it doesn't just pick the best for the particular frame but rather measures error across whole thing. so positions are trained with color to use dynamic movement to shroud and reveal.
make a checkbox over each frame to enable position and color keyframe there. so it can train to make images appear halfway unbetween points without specifically training that frame but still calculating error across all frames.
make it more oriented towards total optimization across frames, not individual frame.
make it able to be played while training.
add a graph for training loss and graphing training parameters over time.
make it so you can add and remove points while training.
make a moving average of training improvement per 1000 iterations, and a mechanism to make a trigger that creates a new point every N iterations it checks if the learning rate has fallen below a certain level then it can create a new point.
the tweeting might not loop at start and end.
make it more obvious on what is being trained and when by showing Moroni previews under each frame.
I am not sure why there is a save all. best solutions should be saved always.
it is not always clear when a better color, better position, has been found, and which frame it was found at. make training more obvious and robust
the tweeting might not loop at start and end.
make it more obvious on what is being trained and when by showing Moroni previews under each frame.
I am not sure why there is a save all. best solutions should be saved always.
it is not always clear when a better color, better position, has been found, and which frame it was found at. make training more obvious and robust
the tweeting might not loop at start and end.
make it more obvious on what is being trained and when by showing Moroni previews under each frame.
I am not sure why there is a save all. best solutions should be saved always.
it is not always clear when a better color, better position, has been found, and which frame it was found at. make training more obvious and robust