Links to test pages
Below are links to "test" pages. I will try to include a description if needed. In all cases using the "back" arrow in the browser should get you back to this page. You can save a link to this page on the "links" toolbar on the browser to make it easire to get here. I will use this space going forward for all future testing and all previous links/pages have either been included here or removed from the server
3D Logo Spin
This is a test of browser rendered logo spin in 3d space. This is all png bit mapped faces (approx 8-12k each) and all assembly and animation is code driven. It requires html5 and css3 support (currently IE10, Firefox 14up, and the latest Safari, chrome). As you can see there is some flickering in these browsers. Safari does the best job. This is a bug in these browsers. The browser can't figure out which element needs to be on top of the other (z-depth) with intersecting faces and alphas as it turns in 3d space. I'm sure they will eventualy get this working in all browsers but for now it has this problem. There is also no anti-aliasing which is why it looks jaggy as the edges go from vertical/horizontal. . As I mentioned this does play fine for me on my iPhone but it is slow.
3D-logo "Castle"
I changed the design to try to elminate most of the intersecting 3d faces and fixed the transparency of the faces at 50% to see if it would help with the flickering. This one doesn't use any bit mapped faces so there is no traditional "alpha" channel. All faces vector format and are drawn in place with code. It helped some but it is still there in places. It does load really fast and has a fairly low processor overhead when running. Here again there is the current limitation on browsers.
LogoSpin SEQ
In this case I rendered out the "Castle" rotation motion in 3dmax in a png sequence (150 images, approx 20k ea, 10sec @ 15fps) with the "outline" at 100% and the color at 50% transparency. You currently can't import a "image seq" directly into EDGE (it will have this functionality later). The current work around is to import the seq into Fireworks, when exported as a "EDGE" symbol (this is kind of like a comp in AE). Once in EDGE I tracked the "play" and "info" faces with "mouse click" zones and added code to get the navigation we will need. It plays great in all browsers I tried and is compatible with older std html (so far). The downside - it's a not super smooth because it's 15fps, I could do a faster frame rate which would smooth it out but it's a trade off on overall file size. It's current download size is 2.5mb compared to the vector/code "Castle" version which is about 10k. That said there is a lot of extra code files with the later and in the long run on a modern machine with a decent connection the additional "load time" should be negligible depending on how complex everything else gets, after all this is just a nav tool, we have even got any content yet.
The temp navigation is click on the cube will stop the rotation, click on "GO" to resume. We can juggle the image screen size/fps/length to get a download size we can deal with.
CubeSpin8 - SEQ
OK, still using a image SEQ but back to the full cube design. This version uses faces at 50% transparency and outline at 100%. This version is lite with 6 spot shinning in from different angles to try and get some faces to "flash" or "sparkle". I didn't get anything quite like i was imagining. Appearently the physics of the light passing through the cube is not very true to life like say it was made from tinted glass. I'm not say we couldn't get that effect if we wanted it, it just meaning I would have to setup ray trace materials and use the realistic ray trace renderer. You can kind of get the idea here where you can see faces appear to go "solid" when the light glints off them toward the camera. BTW I also backed way off on a 200mm lens to get a more cube orthographic look. This is more like the earlier 3D code driven versions.
CubeSpinSelf8 - SEQ
This is the same as above but it is not lit with lights. ALL faces are set at 100% self illumination, so they all have the same relative brightness and the transparency remains the same during the rotation. I also will be adding a test navigation pan to this page. I will let you know when it's "hot". When active, you will click on the "play" or "Info" lables it will pan to a different part of the larger "page". Clicking on "Back" will take you back to the cube. I've will put some "junk" in the page so you can tell your passing something. If this is the concept we want to do then you need to start looking for things you would actualy like to include as stuff we "see" along the way.
CubeSpinSelf8 with full navigation
OK this is like a full dummy mock-up of how it will work. I scaled the "logoSpin" up to 150% just to see how I liked it bigger. Also this is still at 20fps. Use the cube to get to the "info" and "play" sections and use the "back" buttons to get back to "home".
CubeNav
This is another full nav version. I extended the distance traveled between points. Cleared the screen around the "stopping points". Added "liquid" auto centering code so that the main point of interest stays in the center of the browser window no matter how it is resized. Personaly with the added distance between points I think we might need to slow it down a little, it feels a little fast ?? The logo is scaled up to 133%. I also added a "counter" to the loader so we can test load times as we add more content.
Browser Test Images
Standard test images to see how a browser is rendering color and detail. Images are :
color chips and gamma chart
resolution and symetry chart
photo image color chart
all images are full screen HD 1920x1080