Wednesday, 15 April 2026

Si Proposal

 Si Proposal

Objective: implementing Si as Long term atmospheric Stabilization, Natural disaster risk Reduction, and policing with a aim to reduce Global warming.

Please see playlist of edited footage 

https://youtube.com/playlist?list=PLkZknWjVlnKnaJB498ptTnhDYVh_4CAIk&si=rE6ERdCnS6hMPDY1

Proposal

I have scientifically verifiable, unique psychic gifts, and am therefore able to influence global weather patterns and can even be used in Policing.  My psychic gifts are unique, profound, and incredible.  

BUT with all my gifts, i cannot do anything without resources.  I've even demonstrated moving hurricanes away from Japan.  Using a 2 week forecast I've psychically and telepathically interacted with.  Verifiably.  On video.  

I am asking for help and backing with my gifts for what I can and have demonstrated I can achieve. And all we could achieve together.  Even possibly reverting the upcoming El NINO.  Which I'm 90% I can do.  

Here are a few uses I have demonstrated -

Environmental & Geological Intervention

• Atmospheric Control: Direct manipulation of temperature country wide, wind direction, and precipitation. Ability to dissipate tornadoes, steer hurricanes away from populated areas, and mitigate the effects of the upcoming El NiƱo (El Nino if resourced).

• Seismic & Volcanic Mitigation: Reducing earthquake intensity by 20% to 80% and suppressing volcanic activity if required.

Civil & Tactical Support

• Law Enforcement Assistance: Real-time intervention in car chases, apprehensions, and the mitigation of mass casualty events via live CCTV viewing ( car chases have already been tested by Police, UK and USA)

• Time-Sync Interactions: Publicly demonstrated interactions with music, wildlife, and solar patterns.

I am a uniquely gifted psychic, and sadly even now, some are attempting to cover up my gifts again. Even when so much has been proven, and have illegally placed me in a mental health ward to be slowly handicapped.   

I do welcome an opportunity to collaborate.  And frankly to save me from a corrupt mental health system.

And do pray, with correct resources all my gifts can be implemented professionally and proactively for the benefit of all.  

Thank you for your time

Adam

adamvickerstaff@protonmail.com


Friday, 6 August 2010

Friday, 06 August 2010

Created a really nice rig for the earphones, so Ian can interact with them, taking them off and on, and stretching them off one of his ears to listen to conversations. Also edited the characters for the piece so they are all ready for rigging. Back onto Ian the animation test of facial movements looked good. Perhaps a very slight popping of the inner moustache on one movement, but its so unnoticeable I wont bother with editing it. On the whole I am happy with how it has turned out. I have not uploaded it since its just a facial movement test. But here is a render of the mouth contorted and moustache following.



I also added the Visemes to the facial rig as presets as with George, so I can ramp it up or down to perform each facial movement easily. Going to relax the rest of the night and begin Audrey tomorrow.

Tuesday, 3 August 2010

Tuesday, 03 August 2010

Wired all the fingers and added the inherit arm to the rig. However latter I noticed in a demonstration of a Rig from Paul Neale’s DVDs a second inherit arm ctrl band around the waits, a far simpler and more effective solution than I had developed. Therefore I have taken out the inherit arm and added the bands around the waist. One controlling the whole body without arms, the other the body with arms.

My main mistake so far rigging was not having the ctrl for the arms aligned correctly to the wrist and hands, since it was all rigged before I noticed. The simplest solution was to create another ctrl that the older ctrl would link to.

I am finding Ian’s rig a lot harder to create, with larger body mass, its more difficult to rig and skin. Also working with the belly, and how it would deform once the character sits was a challenge and the jacket that sits at the sides, to move it slightly out of the way when the character sits was a difficult thing to skin, in the end relying on a new control just for the jacket.
Anyhow I think that’s it for the night. His belly deforms well, even moving over the legs when turning his upper body if sitting. George was a fun character to rig, yet this character has been a lot more of a challenge.

Even though the character just sits throughout, I will add belly bounce to the movement as well, just a little bit more realism for when he talks. I am rather glad I avoided using cloth in the end for this animation since I think it would have taken far too long to get it functioning correctly.

Anyhow a quick screen cap of the rig.

Wednesday, 28 July 2010

Wednesday, 28 July 2010

Pretty much finished the animation test for George. I had some trouble matching the mouth movements to the sound file, but this was due to lack of experience rather than any problem with the UI or morphs. The only problem I had with the rig was the use of cloth on the earphone wire,. No matter what I tried I couldn’t get it to compute therefore opted for some controllers linked to the wire at different lengths using linked xform, to move them wire slightly where necessary. It doesn’t have that dynamic I wanted, but the effect is not worth the amount of time it would take and problems caused with the cloth modifier. The renders will take another 16 hours, for the 30 seconds, which is not that bad time wise. This experience has given me more confidence on working on the On the Line Animation and Lip Sync, and am quite happy with the progress. Comet Cartoons 3d help on animation (a case study) and his lip sync tutorial greatly guided me through this first animation test. There were some tweaks in the process also, such as making the inner sleeve ends black rather than the same texture as the jacket. But apart from that the morphs seem to work well, and I am happy with the degree of emotion the character reflects. Anyways here’s a render from the scene.

Sunday, 25 July 2010

Sunday, 25 July 2010

I Began working on the short animation test for George today, using sound from the movie Death at a funeral, currently I have just finishedished the blocking out of the animation and added some follow through and anticipation on the arm and head movements. Not much to show and will leave rendering the scene till its finished.

Saturday, 24 July 2010

Saturday, 24 July 2010

I finished the Ui today. And found a fault when rigging the eye lids. Inside the eye lids the mesh is not welded and polygons float around the eye lid. I cant go back now and redo the mesh since its far to far along, and this must have been a bug in max some where down the line, since I always check my meshes (stl check) when they are ready. Anyhow I don’t think the problem could become worse, and therefore am plodding onward. I just hope the mesh doesn’t explode or something latter down the line because of this bug. I guess I should have triple checked the model before rigging. Anyhow here’s a shot of the Model with morphs and UI, and the final Ui. The UI began as a tutorial from Paul Neales Dvds on rigging, and latter I added some more components from the stop staring book, so I had a good range of morph targets to rely upon.

I have decide to spend a week animating the character next. It will make me a few days behind, but its best to test the rig and UI for any issues before building the rigs for the other characters.



Friday, 23 July 2010

Friday, 23 July 2010

Rigged up the jaw of George and after animating a small sequence of jaw movements I tested the idea of using cloth drivers on the mesh for the beard and earphone wire. However after tests I feel it is not producing the results I am after, and therefore have decided to try a spring system with a bone of the jaw for the beard. However im rather stuck with the earphone wire, since it is connected in two places, with one end going into a pocket… The only way I can see of being able to produce decent results is to animate by hand the end to the wire, and create a cloth simulation for the sequence. Since I can’t see a way of connecting the wire to the vertex of the pocket of the character with the correct weighting to follow the pocket as it deforms.
I ran a number of simulations using a cloth and skin wrap to the wire with mixed results but in the end decided it worked well enough to use. The earphones are only used by George and Ian, with Ian taking of his earphones, which will be quite difficult, but I am confident I can run the simulation, and set states for the earphone wire, and if worst comes to worst I could always replace the sim with a morph.
I also rigged the jaw up to one UI. I am a little worried about how tying all the UI items together will work well enough to perform lip sync believably, but I can always add in UI elements latter if necessary after further testing.