Satisfying Loops
The animations were created with Blender 2.91 and rendered with the help of the SheepIt-Renderfarm online service. Both "programs" are available free of charge for Windows, Mac and Linux.
andreas
FUCHS
According to § 28 BDSG I contradict any commercial use and disclosure of my data.
Andreas Fuchs
Schwengebergstraße 9
34225 Baunatal
Germany
E-Mail: info@anfuchs.de
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Obligations to remove or block the use of information according to general laws remain unaffected. However, liability in this regard is only possible from the point in time at which we become aware of a specific legal violation. As soon as we become aware of such legal violations, we will remove this content immediately.
Our offer contains links to external third-party websites over whose content we have no influence. Therefore, we cannot accept any liability for this third-party content. The respective provider or operator of the pages is always responsible for the content of the linked pages. The linked pages were checked for possible legal violations at the time they were linked. No illegal content was found at the time the link was created.
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Source: Disclaimer von eRecht24, dem Portal zum Internetrecht von Rechtsanwalt Sören Siebert
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FLoC stands for Federated Learning of Cohorts and pursues the following idea: What users do in the browser is only tracked locally on the system. Based on the interests recorded, you end up in a user group, the so-called cohort, who are interested in sports, health and music, for example. Each cohort has an ID that is then shared with advertisers. The interests are evaluated anew every week and the ID can change. It is not yet known how many cohorts there will be and how many users each group will include.
This website was configured in such a way that visiting it cannot be used for the formation of cohorts.
Source: Statt Browser-Cookies: Google Chrome aktiviert neue FLoC-Technik
This website uses the provider YouTube LLC, 901 Cherry Avenue, San Bruno, CA 94066, USA, represented by Google Inc., 1600 Amphitheater Parkway, Mountain View, CA 94043, USA for the integration of videos. Normally, when you visit a page with embedded videos, your IP address is sent to YouTube and cookies are installed on your computer. However, we have integrated our YouTube videos with the extended data protection mode (in this case, YouTube still contacts Google's Double Click service, but according to Google's privacy policy, personal data is not evaluated). As a result, YouTube will no longer store any information about the visitors unless they watch the video. If you click on the video, your IP address will be sent to YouTube and YouTube will find out that you have viewed the video. If you are logged in to YouTube, this information is also assigned to your user account (you can prevent this by logging out of YouTube before viewing the video).
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I am the creative head who could turn your ideas into reality?
You don't have any ideas and need help developing them?
Do you have any questions about the content shown on my website?
Whether in the areas of web, photo, video (2D & 3D) or design issues (corporate identity - company logos, stationery, business cards, flyers, brochures, etc.), Unity, Blender, FinalCut, Adobe Premiere, Adobe Photoshop, Adobe Illustrator, Java, JavaScript, JSON, HTML, CSS, Node.js, MySQL, animation programming with Processing, p5, Amazon Alexa skills and framework development ... contact me with your personal concerns.
Due to the EU's General Data Protection Regulation (GDPR for short), I have deactivated the contact form. You can currently only reach me directly by email: info@anfuchs.de
I am a trained retail salesman and have acquired a state-certified business administration degree in the dual system. Priorities were on controlling and marketing. In the following years I worked as a managing director, among other things.
After 14 years in my learned profession, I made the decision to professionally learn my enthusiasm for technology, computers, web content, design, animation, film and photography in a course that perfectly combines all these interests. I completed a Bachelor of Science (B.Sc. Digital Media) and a Master of Science (M.Sc. Applied Computer Science) at the Fulda University of Applied Sciences.
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The animations were created with Blender 2.91 and rendered with the help of the SheepIt-Renderfarm online service. Both "programs" are available free of charge for Windows, Mac and Linux.
The infinite marble run
Modeled and rendered with the open source 3D software Blender. The integrated Cycles Render was used for rendering. The animation was created in such a way that it can be played back seamlessly and infinitely.
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The limitless hallway
Modeled and rendered with the open source 3D software Blender. The integrated Cycles Render was used for rendering. The animation was created in such a way that it can be played back seamlessly and infinitely.
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The game is an adventure for young and old. It impresses with its immersive VR feeling in combination with impressive level design and verticality. The aim of the game is to reach the last room at the top of the tower. For this it is essential to go through the various, vertically arranged levels, to solve puzzles and to collect all sorts of unforgettable VR experience. It was developed as a group work and represents the final project for the module grade.
This game is a joint project of Florian Eder, Dominik Schnell, Philip Schimmelpfennig and Andreas Fuchs.
A free version for Oculus Quest and Oculus Quest 2 is available at the Oculus Lab Store
Presentation of the creation process: Documentation
Features of the game
The asset creation / manipulation was realized exclusively with Blender 2.9. Unity was used as the game framework. Both programs are available free of charge for Windows, Mac and Linux.
Tiny Tasky is a web application for recording the time of various tasks. The focus is on fast, uncomplicated and clear usability. After a one-time registration, new tasks can be created. Clicking on a task activates or deactivates it. This will start or stop the time recording for this task. The current working time and the total working time are displayed alternately.
In order to keep an eye on your tasks and not to forget their start and stop, it is advisable to define the website as the start page of the browser.
Tiny Tasky offers a wide range of use cases:
Tiny Tasky can be used free of charge at tinytasky.de
Registration and login
You can register and log in via the start page. When you visit again, the status is checked using a Java Web Token, so that no manual login is necessary.
Display without activated tasks
In the standard view, a welcome text, the current time as well as the date and day of the week are displayed. All the tasks created by the user with their respective total time are below this.
Display with activated tasks
With one or more activated tasks, the background turns green and the tasks show the time elapsed since the task was started. This real-time display runs in the browser, but a connection to the server and the database is not necessary. Despite running tasks, the website can be closed at any time without loss of data. The next time it is called, the current status including the current tasks is restored.
Creation and deletion of tasks
The menu can be opened using the gear symbol or the Enter key. New tasks can be created here or existing ones can be deleted. It is advisable to use the logout stored here on public computers so that the automatic login does not take place the next time the page is accessed and your own information remains protected.
Break timer for a relaxing moment
The "break timer" can be activated via the coffee cup symbol in the upper right corner. This reminds you of a 1-minute relaxation break every 20 minutes. This is done visually and acoustically by means of a gong sound. The volume of the gong can be adjusted by placing the mouse over the coffee button for 2 seconds. This can be very relaxing, especially when working on a monitor.
Graphic display of the recorded times
The graphical evaluation provides a clear summary of all working times per task, the totaled times per day and a chronological sequence of all days.
I used express to implement the backend. The frontend is implemented without additional frameworks using HTML, plain CSS and JavaScript. NeDB is used as a simple database solution. In this way, the tasks and times are permanently saved according to users. The password specified for registration is only saved in encrypted form. Of course, tasks can also be deleted completely and without residue.
Tiny Tasky can be used free of charge at tinytasky.de
The Royal Game of Ur is a board game, the origins of which are believed to be in Mesopotamia. The first finds of the game were made around 2600 BC. Dated. This means that the game is at least 4,500 years old. One of the game boards is on display in the British Museum in London.
The rules of the game can be found in the video linked below. I designed it so that two people can play against each other or one person can play against the computer. To make getting started easier, you can have recommendations displayed that tell you which move you should make next.
Name
wins
Tom Scott vs. Irving Finkel
The linked video made me aware of the game for the first time. The story behind it fascinated me so much that I wanted to make a digital version of the game. In addition to the story, the video also shows the rules of the game.
The game Fish Are Friends (sometimes food) is a fish adventure game for young and old. It impresses with its realistic swarm simulation in combination with the unique underwater world. The aim of the game is to develop your own crush. Here it is important to collect food for all swarm members and to avoid predators. It was developed as a group work and represents the final project for the module grade.
This game is a joint project of Florian Eder and Andreas Fuchs.
Presentation of the creation process: Documentation
Features of the game
The asset creation / manipulation was realized exclusively with blender. Blender 2.8. Unity was used as the game framework. Both programs are available free of charge for Windows, Mac and Linux.
Video documentation from minute 6:45
Short cut to the development of the game in Unity. The video gives insights into the various development stages and their technical implementation.
Body Move was created as part of the animation programming (with processing) module. It is a camera-based, interactive balance game that is controlled by optical body tracking and requires a lot of physical effort. In this way it combines play, fun, fitness and endurance.
The game was designed to be used as a deadlock free "art installation" and to be used unsupervised by a public audience. It was exhibited and played during the project presentations at the Competence Center for Human-Computer Interaction (KMCI) at Fulda University of Applied Sciences.
Presentation of the creation process: Documentation
Processing was used exclusively for the creation. For all programming enthusiasts or those who want to become one, I recommend Daniel Shiffman's YouTube channel TheCodingTrain.
t.i.m.e. stands for torstens interactive multimedia experience and is a short film that was created as part of the media production module. It was developed as a group work and represents the final project for the module grade.
This film is a joint project of Philipp Körber, Celin Weißer, Johanna Sostmann and Andreas Fuchs.
Presentation of the creation process: Documentation
The task: Creation of a short story (opening credits + max. 150 s + closing credits + n * 10 s advertising for your own good note)
In order to meet these requirements, several iterations were carried out and the entire process of film production was run through:
Storyboard > Storyreel > extended Storyreel > final Submission
The 3D part was created exclusively with Blender 2.79 and rendered with the help of the SheepIt-Renderfarm online service. Both "programs" are available free of charge for Windows, Mac and Linux.
Teaser of personal highlights
Part of the submission was to create a 10 second teaser. This should highlight the personal best performance in the project. I was responsible for: the modeling, the texturing, the realistic lighting, the rendering, the compositing and the animations. For the lighting, I created a 360 ° HDR photo of the entire lecture hall. I also took care of the technical and visual implementation of the recordings.
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The lecture hall 009 of the Fulda University of Applied Sciences
Complete view of the modeled and textured lecture hall 009 of the University of Fulda. For the perfect deception, the implementation is as realistic as possible.
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Build a scene with realistic lighting
The video shows the general structure of a 3D scene as it was created for the film. The auditorium that can be seen in the background is a 360 ° HDR photo and provides realistic lighting for the entire scene. No other light sources were used. In order to also see targeted reflections of the real film in the renderings, a self-luminous tarpaulin was created and placed in such a way that it is reflected by the eye and the machine in the direction of the camera. The case housing and the lid serve as a mask on the one hand, and on the other hand they simulate the real case to imitate its influence on light and shadow.
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How to Animate 910 Items
It was a big challenge to animate the chairs, tables, rivets, pen trays and bars in an organic, undulating manner. A total of 910 elements. Each object was created once and tied to “a shaft” using shrinkwrap, which it can displace from its usual position, and then copied hundreds of times per array. As a result, all objects can be manipulated with just one single control - “the shaft”.
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Project Grand Slam is my first video game that I developed with three fellow students. Without previous experience in Unity, this complex game was created as a final project for the module grade for the subject of graphic data processing.
The Game includes a "battle" mode in which up to four players find themselves in a labyrinth and deliver thrilling battles until the winner is determined. Inspired by "Bomberman", "Project Grand Slam" brings the well-known game principle of "bomb battle" into the modern video game era and presents itself in a tricky, three-dimensional game environment. Steer your character "Slam" through the play area, place your bombs and get out of the way in time before you blow yourself up! Use your bombs cleverly to take out your opponents before they do! Destroy boxes and collect useful "power-ups", with the help of which you have the opportunity, for example, to increase the range of the explosion of your own bomb.
This game is a joint project of Philipp Körber, Joshua Hirsch, Sebastian Krah and Andreas Fuchs.
Presentation of the creation process: Documentation
The asset creation / manipulation was realized exclusively with blender. Blender 2.79. Unity was used as the game framework. Both programs are available free of charge for Windows, Mac and Linux.
Procedural level generation with increasing difficulty
Infinite level generation. Text file based level floor plans in random combination. Procedurally supplemented by towers, archways, boxes, lamps. Increasing difficulty. Dynamic route markings according to the current level design. Crashing level edge that drives the player inexorably or falls into the abyss.
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Maze generator with backtracking algorithm
Level sections generated randomly as a maze. Backtracking algorithm, so that there is always one way and always another. Parser that makes the generated data readable and writable for the level generator in order to generate the game world from it.
Weather system with dynamic day-night change
Dynamic day-night change. Sunrise and sunset. Glowing lamps, glowing players, distance lines and distance signs. Procedurally generate lightning. Lightning strikes destroy the boxes and items and players. Matching light and sound effects.
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Never Ending Story is my first clip in which real film and 3D animation were combined. The clip served as an admission task for the final project t.i.m.e. , which formed the module grade for media production. With the associated task, it should be ensured that the necessary knowledge and skills for the implementation of the final project have been learned.
The 3D part was created exclusively with Blender 2.79 and rendered using the SheepIt-Renderfarm online service. Both "programs" are available free of charge for Windows, Mac and Linux.
Adjustment of the camera movements
In order to achieve seamless integration, the real camera movement must be transferred to the virtual camera in the 3D world. To achieve this, the existing video material is analyzed with tracking markers and the virtual camera is adjusted to the resulting movement. Bottom left: Tracking markers and how they follow the video material. Bottom right: 3D scene and virtual camera with the transferred movement.
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Compositing of the renderings with the real film
In the video you can see the various "rendering levels" from the original material to the final shot. In this way, the process is intended to illustrate which elements of the scene are 3D parts and which function they take on in each case. The crosses, for example, are tracking markers for camera movement. The floor areas are so-called "shadowcatchers", which can represent the virtual shadow, but themselves can no longer be seen in the final rendering.
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Appearances are deceptive is a short film that was created in the first semester of digital media. With this first project, conceptual work within media production should be learned. Since the video quality was not in the foreground, simple camcorders and suboptimal lighting conditions were used. It was developed as a group work and represents the final project for the module grade.
This film is a joint project of Luis Kümmel, Christian Klüber, Celin Weißer, Johanna Sostmann, Lukas Rininsland and Andreas Fuchs.