Wednesday, March 30, 2016

Oddity Alley Upd8 March 30th

Sarah Brown

Logline- A bright, calm alleyway is full of little hidden oddities and events.

Link to content: https://drive.google.com/open?id=0B5gce7Te3m6yNWNqT3F5eWk5d28

Due to the Unreal development taking so long in terms of errors and debugging Blueprints, a plan has been made to adapt to the upcoming deadline in order to have a finished product that still demonstrates the game's proof of concept. The 7 oddities below were selected out of the original 17, with the aim of finishing these events at a minimum to make a complete game before adding more as time allows. The development in Unreal so far makes this a feasible goal, as one event has been completely programmed, leaving that code to be used as a template for each Oddity as it's visually completed. The way these Oddities were chosen allows for an introduction to the game (the cat burglar and dog cop), hidden oddities dispersed evenly around the player, and a concluding oddity that informs the player they've found all events (the penguin marching band parade).

The 7 Oddities:









Current Sketch Animations:



App Icon:


Remaining Timeline:






Pet Park Review 3/30/2016

Logline: A small dog goes to the Pet Park one sunny afternoon to play with some unusual pet friends.


Animatic:  


Danyah:  
My focus for this portion on the project it adding additional frame and the transitions to create a more fluid motion, and also adding accessories and cleaning some lines. I also started importing into After Effects and testing editing in it. The next step will be to continue in After Effect and testing masking/rotoscoping the blades of grass to place the ostrich in the background. And with enough time I would also like to include some sound FX to aid the transitions since they are dependant on audio triggers.

Bekha:
I have finalized the key frames for the two parts of the ostrich. I am no cleaning up the lines and positions of the legs. After a decision made with the group, I have added the necessary frames to show the ostrich coming to a stop and the dog hopping off the bird’s back. The two scenes work with the audio that will be added later. I have also edited the length of the scenes so we have an almost final idea of how long the scene shall last. 

Zach:

For the gorilla animation, I finished the gorilla's body and polished the dog's movement. I also started drawing the final keyframes for the dog. Once I finish the final key frames for the dog, I will start working on coloring and lighting before finally filling in the missing frames.

Anthony:
Mainly over the past week I've been working more on animation and putting together an animatic. For the first shot when the man and the dog are walking into the park, I was having trouble having the dog waking up the sidewalk at the same speed as the man, so I changed the walk into a run. I did some rough animation and over the next week I'll clean that up.  I also changed the camera and lighting positions in the shots.  The shadows created by the lights weren't giving a good angle, so I changed it to give a more appealing look.


Also it was suggested to change the last camera shot to match the intro shot, so I fixed that.  In the near future I will continue animating and cleaning up all the animation, as well as assisting others and begin coloring.



   

Jackson Spencer "Ocean Man" Review 3/30

 Jackson Spencer "Ocean Man" Review

LOGLINE: The ocean waves and a man become one.


My focus right now is perfecting the running sequence that has exaggerated perspective. I had a set-back and have been bouncing around too much on separate ideas, and was challenging myself too much with the idea of a longer story line. I realized that I would never finish if I continued my attempt to create a cohesive animation using fragmented pieces. The original, main idea of my animation was the combination of the ocean/wave form and the form of the running man. I am now putting all of my energy into making a visually appealing portrayal of this concept.

The steps I am following to do this are:

(1) deciding on a final background color/color scheme


(2) going over the sketched key frames with clearer base lines


(3) adding the necessary in between frames to make the movement extremely smooth

(4) overlaying muscle structure

(5) filling in base color for the figure

(6) adding auxiliary movements of the waves and sky

(7) finally adding highlight and lowlight details to create this effect

Mighty Mouse Review 3/30

Team Members:

Kelsey Grier
Jorge Macias
Lukas Kontilis
Christian Salinas

This is the link to our review posted on our blog.

Team Redundancy Team Update

March 30, 2016 update

See Trello <-----

Brittany Wolfe

Nicole DeBolt
Jenny Martin
Ashley St. John

Ben Laney
Cody King
Meena Subramanian
Randi Reynalds



Taylor Stephens

Since the previous review, I have reassessed the composition and timing of the letterforms, worked to shorten my motion graphic overall and examined my color scheme.

Composition and timing:
  • cropped the introductions of the letterforms to 1) become shorter and 2) become out of order to further integrate the necessity to focus on the work
  • I am still trying to determine if the letterforms even need an initial introduction or if they can just appear unfocused and slowly come to view
Shorten overall
  • removed the initial square graphic after realizing it does nothing to help with the overall piece
Color Scheme
  • looking for a more cohesive color scheme that leaves a professional/ cinematic feel
    • gold/ navy
    • neon blue
Still in progress:
  • work on initial introduction
  • finalize color scheme (three options pictured below)
  • smooth out the end of the audio
  • work on movement of the letterforms around the screen



For updated schedule, check google drive: https://drive.google.com/drive/u/0/folders/0B6PSMgi1omE2cnU2YWlzbFphRDg

Dream Team Death Machine

Will :

I finished modeling the introduction to dream which is the mineshaft. It is modeled after Langford because we have read in studies that suggest to make someone feel comfortable it is important to be in an environment that is somewhat familiar. I have spent my time the past week learning ableton and producing sounds and looping scores that help amplify the moods. I also began a search for the Oculus and which led me to start communication with the head of the co SCi department, he approved us for being able to use the Oculus rift which solves a major problem in our group, I also created a production schedule for each person for the rest of the semester

Tomas:

Mae:


This week, I’ve finished two models for a twisty tree which will be in our environment. I remade one model when we realized the first version was too high-poly, then modeled another tree in a similar fashion. I’ve also researched psychological papers about VR, visuals, and mood induction which could offer us some help with making our animation more immersive. Findings in the papers included studies on what is necessary to make a user experience presence in a virtual environment. Both involvement (brought about by focusing one’s attention on a set of stimuli) and immersion (characterized by interacting with, and feeling enveloped by, a VE) are necessary for experiencing presence. If this study is correct, we need to ensure that our virtual environment is both attention-catching and interactive enough to produce a feeling of presence. Another study backs up the necessity for interacting with the environment - if responses from the environment are similar to those in the real-world environment in which the viewer’s perceptual system evolved, the virtual world will feel real to the viewer. If done successfully, a key result of presence is that a person remembers the VE as a place rather than a set of pictures. This should be our goal throughout testing of our environment. Another interesting study found a positive correlation between body movement and a feeling of presence - in a VE portraying an area with plants, some of which had leaves with discolored undersides. Subjects were given the task of counting the diseased plants. For half the subjects, the plants could be easily seen at eye level while standing; for the other half, the subjects had to move their bodies to see the undersides of the leaves. The study resulted in a highly significant effect for body movement on the user’s sense of presence and vividness. This suggests that we are on the right track when we have areas in our environment which facilitate head movement (for example, the cave has twists and turns rather than just being a straight, easily-navigable path), and indicates that the more we elicit user movement, the more immersed they will feel. Additionally, a different study consisted of testing users’ level of presence in three virtual environments (each a park manipulated through sound, music, shadow,  light, and textures). One park was modified to induce anxiety, one to induce relaxation, and one neutral park used as a control. The data showed that the level of presence was significantly higher in the anxious and relaxing parks as compared to the neutral park. This suggests that while the viewers of our environment may feel less present in the first, shortest bedroom scene (“neutral” emotions), by modifying our cave scene to be as anxiety-inducing as possible, and the field scene to be as relaxing as possible (through music, shadows, etc) we will ensure that our viewers have as high a sense of presence as possible. A final study found attempts to modify users’ emotions through a change from an “sad” virtual environment to a “joyful” environment to be successful, so our attempts to bring our viewers on an emotional journey as they venture throughout our scenes is definitely viable.


tree2.png
tree.png

Sabrina:
This week, I worked with designing/modeling the columns and also the building that are based off the same concept. I also modeled the wheat figure that will be placed in the field. The column and building was a lot of just playing around with the edges of the model, resizing and enlarging them. And same with the wheat. It was difficult to start on the wheat, because of its unusual shape and I found the easiest way to start with was with the sphere.

On the production schedule, it says that I will still be modeling for the next two weeks. However, I finished modeling everything so I am going to start playing around with substance painter and UV unwrapping and placing textures in maya. And if there are still some models that need to be placed in the VR last minute, I will work on finishing touches and more details.


Ara:
Serpent Animation:
The animation for the serpent were originally too rigid because I used a regular rig with joint controls to animate it. This time around, I explored using an inverse kinematic spline to animate the serpent. The first animation achieved the fluidity which I desired, but it did not loop properly. The next animation had too many joints and was a step backwards in fluidity. The Final animation moves and loops fluidly, I found that using a small number of control vertexes in my IK spline was the best choice for achieving a high level of control over fluid movements.



You Jin:
Flowing Islands -There are three kinds of looks for flowing islands. They are model assets for the environment and going to flow in the sky to give dreamy and mysterious feelings to animation. These are started from cube model and extrude faces and move and rotate with vertex of model. One is simple looking island, other one is heavily reference from the concept art to be close, and last one is randomly model but close to concept art for unity. The difficulty for these modeling is how to shape islands differently for each. Overall, it isn’t much harder than others.







Taylor:
Since last Monday, I have finished “dressing” the cave with vegetation.  I still have a few key assets to place, but all in all, it is mostly assembled.  Additionally, I have been working on lighting the cave.  Initially, I was going to limit the lights in the scene.  Then, after last Monday, after Josh suggested that we instead attached a light to the player as they navigate through the scene,  I started looking into that, as I assumed that one light would take less computational power to process than several throughout the cave.  After talking to Ben, however, it learned that all of the lighting could be baked into the scene.  This would be much less computationally expensive than attaching a light to the player, as that would require constant real time rendering as the play moved through the cave with the dynamic lighting.
I also learned that an even more computationally “cheap” method of lighting a scene is through the use of emissive surfaces.  That being the case, I made all of the walls of the cave emissive.  This makes it appear lit, and it should also cut down on the amount of computational power required to render the scene.


TEAM 206
LogLine:

“The journey of a student discovering which path to take that will lead to happiness”


Task Management
Google Folder for Check 6:

Erika Raver:

Liane Lagtapon:

Derek Beck:

Suree Yowell:

Cammie Brown:

The Grass Types - 3/30/2016

Group: The Grass Types
Members: Balee L, Campbell H, Catherine D, Kaitlyn E, Kendall T, Laura T, Sarah H, Taig L
Log line: A subject finds themselves in a utopian biome of super flora, only to discover that things are definitely not as they seem.




Link to the planning folder of our project:

This folder is used for grouping the newly restitched models and the final shaded ones. The folder also contains an updated asset list to show the progress during the week and keep track of what group members are working on what models.


Overview of the week:
We have finished our preparatory conceptual work and Kendall has begun working on title design for the final project. Sarah and Kaitlyn are making 2-3 “special” models for the environment. Once these are completed they will be working on applying the shaders to the models in the final environment. Laura, is working the VR environment and Campbell is testing to see if the Oculus Rift will work with our project. Balee is working on creating the shaders for the models. Catherine is working through unwrapping the UV’s and trying to resew them properly. The progress of these can be viewed in the asset list. Taig is making progress on more sound design.

We have also started a naming list which will continue to be updated as new ideas form.


As a group we have currently been trying to work out a couple kinks in the project. Regarding the ending there are a few plans on how the viewer could interact with the wall without causing too much discomfort. We have also been discussing lighting and whether or not the viewer is the light or the light is from an external source. In an effort to increase frame rates there are a few options of creating a pathway for the viewer to follow and separate levels that would render out according to where the viewer is positioned.


Member Work:
  • Newly Added: UV Shaders have been added and other files have been uploaded to the combination work folder. Multiple models have had preliminary gradient shaders applied and adjusted to be workable. Screenshots provided.
  • Newly Added: Working on the VR implementation into the Oculus Rift.
  • Newly Added: UV unwrapping -  finishing up the available ones and uploading them to the shared asset folder on the drive. None have been added to my personal folder.
  • Newly Added: I have been working on revising the models that have had problems being UV unwrapped, such as the bridge. I also have completed a few new models that vary from the types of plants we have already created.
  • Newly Added: Sketched design ideas for title/logo with possible title ideas.  However, the title has not been finalized yet, so these are just beginning ideas to jump off of with the final title.  Right now, my plan is to capture the essence of the appearance of the plants and the environment in a title design that doesn’t give away the terrarium surprise.
  • I also researched how to go about making rigs and animate plants so we could incorporate some small ambient movement to make the environment more interesting and less static.  I also looked into how to make plants react when you collide with them, but the approach to do this in Unreal seems to be kind of complicated and have inaccurate results.
  • Newly Added: Began plotting mini-levels along the path for use in level-streaming. We decided to have the player only walk along a predefined path, rather than freely exploring a large area.
  • Newly Added: Completed sewing of previous models to prepare them for UV unwrapping, and created a new Waterfall model as the previous model would not upload into unreal. Have also been working on new models to add some variation into the mix of plants that were already created.

  • Newly Added: Additional Soundtrack work is being done, and the planning for a longer score is in progress.