По моему такой чертёж уже был в 1 части.
Добавлено (29.09.2013, 11:22)
Кто знает, какие есть бесплатные программы 3D моделирования.
Добавлено (04.10.2013, 18:41)
Почитайте кому интересно
Добавлено (04.10.2013, 18:45)
The Hidden BladesIf you didn’t already read our encyclopedia, you probably are missing out on some crucial information in regards to the Assassin’s favorite weapon : The hidden blade.
Just because we love you, we decided to reveal the complete genesis of this secret weapon.
The Hidden Blade is a compact and deadly device which has become a defining mark of the Assassin Brotherhood. It is a three part folding blade designed to quickly extend or retract as the user wishes. The blade is usually housed in a bracer and hidden on the underside of the forearm, stretching across the palm and reaching well past finger length when extended. While the blade is retracted it is nigh undetectable, until the precise moment that its owner puts it to use, making it a silent and deadly weapon. Possessing one is the mark of a true Assassin.
Early Blades: 5th Century BCE – 12th Century CE
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The first recorded use of a Hidden Blade was during the assassination of Xerxes I of Persia in 465 BCE, by an Assassin named Darius. The weapon used was composed of a simple mechanism that was worn on the right arm, and extended the Hidden Blade from under the sleeve. The advent of the Hidden Blade changed the Order’s means of assassination, as Assassins had hitherto relied upon daggers, poison and even serpents to do their work.
By the 12th century use of the Hidden Blade had taken on several ritualistic aspects, with the very mechanism of the weapon refined to reflect the importance of its use, as well. When Altaïr wielded his Hidden Blade during the Third Crusade, he did so in the traditional manner followed by all members of the Brotherhood. The blade sat on a spring-loaded mechanism operated by a ring cuff attached to the little finger. This cuff triggered a switch that allowed an Assassin to quickly extend or retract the blade with a simple flick of the wrist. The weapon rig was seated into a large leather bracer that covered most of the Assassin’s forearm, and was usually worn on the user’s left arm. Due to the size of the blade, and the fact that the leather bracer was not strong enough to defend against a larger weapon such as a sword, the Hidden Blade was not used as a melee weapon. However, particularly swift Assassins often used it as a counter measure against slower opponents and would deliver fatal blows to their enemies the instant an opening presented itself.
One of the most significant changes to the blade was the ritual that now accompanied its use. Upon gaining his Hidden Blade an Assassin would have the ring finger of his left hand amputated. The removal of the finger was as much a rite of passage for an Assassin as it was a sign of his commitment to the Brotherhood. However the loss of the finger also served a practical purpose: the weapon was designed to extend through the gap in the fist left by the missing finger, and thus replaced the digit with the blade itself. This made the blade an extension of the Assassin’s body, and also ensured that it would not be wielded by those who were not wholly committed to its use.
Renaissance Blades: 15th & 16th Century CE
The Hidden Blade was eventually redesigned by Altaïr, who had become leader of the Brotherhood. His writings, found in the Codex, detailed his vision for future blades, and these weapons were eventually created and used by Assassins during the Italian Renaissance. Ezio Auditore inherited his father’s Hidden Blade and had it repaired and modified by Leonardo da Vinci. These new weapons had been altered for greater stealth, and thus the ring cuff switch had been removed to make them less recognizable. Instead the mechanism was operated by a pressure switch inside the bracer, which could be depressed by flexing the wrist to extend or retract the blade. The loss of a finger was also no longer required, as Altaïr sought to prevent his agents from bearing such a defining mark. The new design allowed an Assassin to use the weapon with full effect while retaining the ring finger.
In the Codex, Altaïr outlined the means for creating these blades, and specified stronger metals to be used in their crafting. For this reason Renaissance blades were much stronger than their predecessors, and could be used as effective melee weapons. These blades were strong enough to clash with larger weapons and were even tough enough to puncture an opponent’s armor. The blades also had a variety of applications beyond combat, and could be used to operate mechanisms and even pick locks. Metal plating on the bracers granted the Assassin a stronger defense, and allowed for protection against such weapons as swords and maces. These, however, were only minor improvements that enhanced the blade’s effectiveness.
Altaïr’s Codex outlined more radical design changes. The first of these was to pair the blade with a twin weapon to be worn on an Assassin’s other arm. This addition made the Assassin capable of dealing death with both arms at once, though the use of two blades was restricted to all but the highest ranking Master Assassins. The off-hand blades worn by Ezio were often smaller and not as heavily armored as the primary weapon, but were every bit as lethal. To make the primary blade all the more deadly, Altaïr designed a means of hollowing the steel to turn it into a poison delivery system. The specifications for this upgrade were exacting, but once crafted it allowed Ezio to inject his targets with a deadly dose of toxin, allowing a stealthier, time-delayed kill.
Добавлено (04.10.2013, 18:47)
One of Altaïr’s most revolutionary concepts however was the addition of a projectile system to the Hidden Blade. Capitalizing on the advent of firearms, Altaïr designed a small pistol that could be attached to the blade’s housing. The pistol was small enough to avoid detection, but boasted significant range and accuracy. Though it was noisy and drew attention, a single accurate shot from the pistol guaranteed the death of the target. This breakthrough led to other upgrades which utilized projectile combat to enhance the effectiveness of the Hidden Blade.
While working for the Borgias in Rome, Leonardo da Vinci developed a dart launcher for Ezio’s blade, allowing him to fire poisoned projectiles at his enemies. This dart launcher was quieter than the pistol and while the target’s death was not instantaneous, the weapon itself was unerringly lethal. Leonardo also developed a weapon known as the “hidden bolt”, a device that fired miniature crossbow bolts from a concealed launcher mounted on the Hidden Blade. Elsewhere, Turkish Assassins had designed the Hook Blade, which granted the weapon a wide range of uses—such as allowing its user to climb walls at a much faster rate—while remaining extremely efficient in any combat situation.
Modern Blades: 20th & 21st Century CE
In the late 20th century, several Assassins—such as Paul Bellamy, director of an Assassin training camp near Philadelphia—still wielded Hidden Blades. Daniel Cross, a Templar sleeper agent, used the Mentor’s own ceremonial blade to kill him in 2000. Twelve years later, after reliving Ezio’s memories, Desmond Miles also began to use a Hidden Blade. His first blade was an unmodified weapon similar to the one Ezio Auditore had initially used in his early missions. Desmond later used a simplified version of the weapon, which consisted only of the blade, its mechanism and a leather harness. This light blade was as versatile as Ezio’s had been, and Desmond used it primarily to operate machines and pick locks. During his escape from the Assassin hideout, Desmond faced a contingent of Abstergo security guards. In the ensuing fight, he proved that, despite its age, the Hidden Blade remained an extremely deadly weapon when wielded by an expert user.
Добавлено (04.10.2013, 18:50)
The AnimusThe Animus Project is one of Abstergo Industries’ most ambitious initiatives to date. The Animus is a device which unlocks genetic memory encoded within a subject’s DNA, subsequently projecting the memories of ancestors within a three-dimensional virtual reality, which subjects can explore.
The beginningFirst developed by Abstergo Industries, the Animus prototype was made possible through the research of Warren Vidic, one of the world’s leading authorities on genetic memory. Vidic supervised the Animus Project from its inception and was largely responsible for its use on at least 17 primary subjects. Early experiments with the Animus extended beyond the exploration of genetic memory. Indeed, Warren Vidic used the Animus to manipulate the nature of memory itself. One of the earliest experiments involved Subject 4, a sleeper agent of the Templar Order responsible for infiltrating the Assassin Brotherhood between 1998 and 2000. Subject 4 was one of Abstergo’s most successful attempts at using the Animus to control the minds of its subjects and implant fabricated memories. Abstergo’s continued experiments with the Animus Project yielded mixed results, often producing information of little practical value or driving its subjects to insanity due to overexposure, as was the case with Subject 16. However, in September 2012, Lineage Research and Acquisition Division delivered into Vidic’s hands a promising subject. Desmond Miles, dubbed Subject 17, was a direct descendent of the Assassin Altaïr Ibn-La’Ahad and the key to unlocking the locations of the remaining Pieces of Eden.
Unknown to the Templars, however, the Assassin Brotherhood had been secretly building an Animus of their own: the Animus 2.0. The Animus 2.0 was engineered using blueprints stolen from Abstergo Industries.
The Animus 2.0 provides the Brotherhood with a rare advantage against its adversaries. Using the upgraded Animus, the Assassins acquired the locations of Pieces of Eden and ancient Vaults of the First Civilization, some of which were still unknown to the Templars. However, while the Brotherhood races to prevent the Pieces of Eden from falling into the hands of their enemies, the Templars have initiated a new phase of the Animus Project: the mass production of Animus devices used to train their best and most loyal agents.
Добавлено (04.10.2013, 18:52)
The genetic memoryGenetic memory is a theory of evolutionary biology which suggests that the DNA of a species serves as an archive of memories, experiences, skills and knowledge, passed on from ancestor to descendant. The theory attempts to explain animal instinct as a manifestation of genetic memory; the instinctive ability to migrate, hibernate or reproduce without prior
first-hand experience demonstrates genetic memory in action. However, the reach of ancestral memory extends beyond natural instincts and includes photographic recollection of the lives of ancestors — their experiences, abilities and emotions — all encrypted within the double helix of DNA.
The theory of genetic memory remains a controversial one in most scientific circles, including Academia. Owing partly to suppression of such knowledge by the Templars, but especially because genetic memory is not readily accessible, the concept endures the label of pseudo-science. Nonetheless, genetic memory is the operative theory behind the Animus Project, spearheaded by Abstergo researcher Warren Vidic. His thirty years of research led to the first recorded explorations of genetic memory in human history.
Genetic memory is passed on from parents to child at the moment of conception. While it is possible to explore the earliest memories of an ancestor through the Animus, doing so taxes the subject by reviving the memory of birth trauma. Particularly distressing experiences are therefore potentially harmful to the subject, and overexposure to traumatic memories without prior preparation can result in permanent psychological damage, or even death.
Because of this, the process of exploring genetic memory requires a gradual acclimatization of the subject’s subconscious to the memories of the ancestor. This careful process of easing the subject into the identity of the ancestor is known as synchronization. Synchronization works toward an alignment between the subject’s identity and that of the ancestor. Given time, a subject becomes increasingly
accustomed to the ancestor’s memories, which the mind no longer treats as foreign. Rather, these memories integrate with those of the subject. Over time, the subject’s identity becomes likewise augmented with the identity of the ancestor. This phenomenon is known as full synchronization, an awakening of dormant memories archived within the DNA, through which the experiences of the ancestor are transferred to the subject.
The study of genetic memory is a recent endeavor and it is not yet fully understood. The potential for the human mind to adapt to ancestral memories suggests that genetic memory is, to some extent, intended to be unlocked. This is the underlying premise behind the training of Desmond Miles through the Animus 2.0.
The Animus viewingThe Animus functions as a projector and simulator, immersing the user’s consciousness within a three-dimensional reconstruction of the ancestor’s memories. As the subject explores the memories projected through the Animus, the program begins to change in subtle ways. These changes are represented as glitches in virtual reality, and allow the subject to navigate
through a memory more closely.
In order to facilitate the subject’s seamless transition into the projected memory, the Animus makes use of a function known as the memory corridor: an isolated virtual area that exists outside the simulation. Represented as an empty field, the memory corridor allows users to ease themselves into the Animus and grow acclimated with its interface. The corridor is also used as virtual training grounds independent of a subject’s ancestral memories. It can also be used to isolate specific data for closer examination.
Добавлено (04.10.2013, 18:54)
It can also be used to isolate specific data for closer examination.Animus makes use of a function known as the memory corridor: an isolated virtual area that exists outside the simulation. Represented as an empty field, the memory corridor allows users to ease themselves into the Animus and grow acclimated with its interface. The corridor is also used as virtual training grounds independent of a subject’s ancestral memories.
The memory corridor is one applicationamong several employed by the Animus to aid the subject’s mind synchronize with ancestral memories. Consequently, the Animus adapts to the subject’s level of synchronization by limiting exposure to compatible memories and filtering out dangerous,
traumatic or otherwise incompatible experiences. This process was further refined in later models of the Animus; the Animus 2.0, for instance, is capable of dynamic reconstruction of a memory proportional to the subject’s synchronization. As the subject’s subconscious becomes increasingly comfortable with the Animus, the device reveals, analyzes and reconstructs increasingly deeper memories.
The deepest of these memories are those repressed by the subject’s ancestor. Due to the risk of psychological damage, such memories are often far too emotionally volatile to explore without sufficient synchronization. Occasionally, a subject may experience a form of vicarious déjà vu, successfully triggering the ancestor’s repressed memories.
Bleeding effectA psychosomatic condition in which the subject experiences the memories of an ancestor through vivid hallucinations, the bleeding effect is a consequence of excessive exposure to the Animus device. The effect takes its name from the tendency of ancestral memories to bleed into the subject’s consciousness, leading to uncontrollable visions and, in more severe cases,
permanent psychological damage.
While the nature of the bleeding effect is not yet fully understood, it was first observed by Abstergo researchers Warren Vidic and Lucy Stillman during the course of their experiments. The bleeding effect varies in severity, and symptoms are generally proportional to the degree of exposure to the Animus. Recent experiments have shown that the effect offers potential benefits, conferring onto the user not only the memories of the ancestor but also some of his experience and abilities.
While the bleeding effect is caused by exposure to the Animus, its symptoms manifest long after the subject has left the confines of the device. These symptoms include visual and auditory hallucinations, nightmares, nausea, pain and, in more extreme cases, irreparable psychological damage. Before the bleeding effect was identified as a side effect of the Animus, its symptoms were mistaken for signs of acute paranoid schizophrenia and multiple personality disorders.
Exposure to the Animus at an early age can compound the symptoms of the bleeding effect. Abstergo is responsible for inducing the bleeding effect in at least generlater duplicated with Subject 16. Owing to dangerously long periods of immersion within the Animus, Subject 16’s condition worsened. He began to experience the memories of several ancestors concurrently, leading to confusion, hallucination and loss of identity.
Despite the potential dangers of the bleeding effect, Assassins and Templars have begun experimenting with controlled exposure to the Animus in an attempt to benefit from its positive side effects; such as unlocking a subject’s hidden potential and instilling him with some of his ancestor’s skills. Correctly performed, this technique allows for limited and acceptable side effects, with hallucinations and visions rarely lasting more than thirty seconds.