Uploaded some videos to Facebook last summer just for fun after playing around with the last Lightwave release. Hadn’t done anything with those so this update is a compilation of 7 or 8 videos showing off some of the new goodies.

It’s unrefined and I feel like I might continue the series which only got up to about 6 different sessions. This is basically what was posted onto facebook last summer; including Psychocandy 1-6 comped together. What could be done for 7? Dunno! But here’s what turned up metaphorically. See if you can guess when one ends and the other begins!

Agrocrag…
Psychocandy 1-Introlude
Psychocandy 2-Gear Muncher
Psychocandy 3-Back Rub
Pschocandy 4–Bug Fix
Pschocandy 5-Slow Emotion
Psychocandy 6-Wake Awake
Ball Bearing…

FULL RENDERED FRAME…

wannado

The music(“Introlude”) is from some stuff I did a long time ago when I was at The School of the Art Institute of Chicago.  Might use this visual technique to nail down something more concrete and meaningful but for now just seeing the results is funny!

Terry

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Unfortunately a musical icon has departed last weekend so I was inspired to do some composing on the boards. All samples no analogue/digital synthesizers with only some quantization of track. Otherwise all live recording sequencing. Hope you’ll enjoy these.

Went to go see the Avengers tho.

Altogether a very interesting  and conciousness expanding weekend.  This sort of thing is kind of a time capsule for me. Picking out samples and hearing them a-fresh.   Talk more later.

I’ve been doing some concept work on a screen play I wrote some time ago called “Rapeseed”! Wow what a title! Can’t reveal all the details yet but here’s a taste of what I’ve got so far in terms of character designs and an animation concept aswell! Give it a try eheh! 🙂

 

 

 

 

 

 

 

 

 

 

Here is the test animation I made with the main character on the run from the Popo in a futuristic world where men are subservient!

Here are some concept sketches of the characters…I’ve colored thus far.  Looks pretty interesting huh!  Keep checking back for more of this kind of stuff.  Still working on the game and some architecture but I’ll post that later.

I’ve been a bit busy over Christmas recouping my animation skills with a few projects. These short animations were created using illustrated concepts from the past that seemed to have been collecting dust. For your pleasure I’ve including the illstrations alongside the finished animations. The digital process is cumbersome but it’s definitely a time saver. Thanks and leave comments below….

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Y’all come back naw!  Y’hea!

Happy New Year.

Unity Projects-REMIX!!!

December 13, 2011

Projects in Unity: Finished and Unfinished…

I’ve been focusing on various coding tasks in Unity in order to flesh out the limits of the program. Unity is flexible, not just as an easy one stop for game developing/publishing on the web and all the major gaming platforms. I’m really concerned about working on something unique by adding skills to my portfolio. Feel free to read on but this seems as good a place as any to to hash out what I’ve done and what needs to be finished regarding my projects.

“Wall Climber”-a test which involved a player walking up to and onto walls with/without jumping. Upside down and on the sides of walls, up rainbow/ramp style slopes. Like a bug. A machine logs the state of the player according to the angle of the ground slope.

“Outside Obstacle Pathfinding”– A 3 state machine driver inside an NPC finds the shortest distance around an irregularly shaped object and to a target game object. The memetic was more of a vehicular feel, so when character animations are involved it might be neccessary to consider some special turning or delay motion to avoid the “spin” move.

“Inside Obstacle Pathfinding”-Some serious work was done on this, unfortunately it was early work which was too coordinate based and modular with moves and turns.  Ambitions with the idea of having the NPC be smart enough to go directly to the goal without any mistakes during the search; to be dumbed down from there.  This one screams “i’m useful!” every so often concerning its recursive coordinate based searches.

“Interactive GUI Fields”-multiple interactive GUI fields onscreen with add/subtract radio buttons.  Fun!

“Targetting”-Using the mouse while navigating, the player can mouse over an object and a GUI Icon displays signalling a lock on the object.  If the player presses the mouse button a projectile stream flies toward the coordinate where the object GUI was displayed in 3D space.  Sometimes the GUI displaces, no idea why…

“Irregular Flocking/Following Leader”-Flocks of NPC’s will follow a leader NPC driven by the pathfinder. The stay distance from each other is questionable, as over time there seems to be some close quarters and interpenetration. This could have been a simple oversight concerning the detection of mesh colliders between the boids…

“City Instantiation”-Had/may still have an algorythm which evenly distributes a series of randomly selected city prefabs. Was in the process of building more local variation and may have lost the original algorythm. Might have been smarter to augment scale than to try a 4D solution. However none of this would accomodate for street variation which (can)deviates from simple grid patterns.

“Freeway System”-Began linking interconnectable modules of freeway systems/turns/loops/offramps but the scale repeatedly caused occlusion problems with the observation of results of additional coding. May adjust the scale of the module prefabs as well as the code constants to see if the scale was too small. Links create a four tier system of cross connected freeways which extend out to a random limit and proceed in the opposite “T” direction via a limit prefab. Smaller and larger loops are created, and coding is in process to connect opposite sides but is being hindered by the previous “invisibility” of new instantiations.

“Planar Reprojection”– A square that is rotated in in 3D space with an object “above” it locally can find the landing position at a right angle on that square and find the same coordinate on a different plane of a different size.

“Planetary Approach”-Ship(player) approaches a random(1 of 9) size and textured planets and finds closest planetary sector. Still working on the transfer of the reprojection algorythm to this. Had a little power cable problem that day which resulted in about two week sketchbook spree!

“Sound/Visual Frequency Transforms”-gleaned some code which allows the representation of sound frequency through selected game object transforms. Also working with time code class to create a BPM machine but the FPS skips numbers where a drum should have sounded with time/ BPM translation eq. , causing irregular BPM. Final thought was to allow the user to control the speed organically rather than select accepted BPM speeds from an array of electronica memes.

“Object Foreign Language Word GUI”-Navigate a 3D environment while using the mouse and select letter keys to identify the name of teh object in various languages.  Using a number placed in front of the object in the object list, the program uses a “lookup table” to identify the name of the object across a range of languages.  While the “j” key is pressed with the mouse over the object a GUI with the Japanese name of the object appears onscreen near the object for tatoe e ba.  🙂

“AI Conversation GUI Window”-The window displays a sequence of conversational questions about things such as name, age, origin, and occupation which may be answered in various but limited ways.  It identifies looks for  the important information in the answer line and comments generically, moving on to the next question after a certain amount of time.  This was meant to be paired with the language tables.  It has worked well in the past but needs serious work not just in variation but also with the basic looping stuff.

“Mesh Creation”-Created a psuedo cube(not a cube) from 3D vertices and triangle loops. Looking further into procedural methods for static and time based creation of displaced mesh objects.

That said, a lot could be done(disregarding network/server playability) to improve the play of the existing published game; or to create something going in a different direction. Haven’t fucused on textures very much, and uv mapping always rears its head. Currently dipping a toe into the lukewarm waters of differential calculus and matrix classes for C#. Wheeeeeee!

This is my entry for the dot.tv competition which I created in about 24 hours close to the deadline.  Voting is on Nov3, so be sure and click this link to like the .tv domain append on facebook and vote when you see a notice in your updates.

My Avatar SPACEY is explaining why it should be on dot.tv a new append for content creators around the world. There are five reasons given,  all of which seem to be good directives for a computer to follow.

All video, music, and vocals by:terry

 

 

 

Got a really interesting vision from a movie that I was watching at around 4am the other night. I decided to do this illustration based on a sketch that I did but wished it had come out a little more gothic. Never been a real goth enthusiast or emo for that matter but it would be cool to explore that genre…please subscribe!

Life is a mystery...click to enlarge