Wednesday, March 2, 2016

Jackson Spencer "Ocean Man" Review 3/2/2016



Jackson Spencer
 “Ocean Man”
Review 3/2/2016

LOGLINE: The ocean waves and a man become one.

My schedule states that all keyframes are finished and I am in progress of drawing the in between frames.



CURRENT STATUS:

               It has been a challenge to draw out only the keyframes and not animate the full motion. I have been finding myself focusing on single actions/clips and their in between frames too long, without completing all of the basic key frames first.

               I found it helpful to create detailed black and white visual aids of the different shots that will be animated before I start to draw them digitally, so I completed 7 stills with shading markers arranged in chronological order, to use while I create keyframes. I feel that it helps me visualize what I want digitally, so I do not have to start over or redesign the image as I am sketching in TVPaint. 








               I have completed the motion of a perspective run, the motion of a tide rising and falling, and have laid out the keyframes for a side view of an exaggerated running sequence, and the keyframes for waves aggressively growing larger. 


 


FINAL LOOK OF TIDES: 



side running keyframes:

 aggressive waves keyframes:


               I am planning to combine the perspective run sequence with the exaggerated side view run, and then add on a rear view shot of the ocean man moving forward in order to create a 180 degree (possibly 360?) rotation around the running ocean man that ends behind the waves as the approach the shore and rocks and crash.

               I have been drawing each small movement of an action as if each section moved at equal speeds in real life. I use two frames per movement and play it at 24 frames per second, so when the motion is completed, I can add or subtract frames from certain pieces to make the entire action look more realistic and fluid. It is becoming much easier to guess the amount/placement of frames needed to achieve the look of a certain motion.

Oddity Alley Review 3/2

Oddity Alley

Sarah Brown

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

Old Schedule:


Revised Schedule:


(Due to the fact that the project has long been switched to Unreal as opposed to Unity, I felt it prudent to revise solely the yellow column of the Schedule to accommodate this change. Not much is different, save for the sound test occurred before the animation test, as Unreal has more complex means to program animations.)

Unreal Development:


 (Camera Center Trigger Blueprint)
(Object Event with Sound)

     Since the last review, no new visual assets have been created- the layout is still finalized and proxy models are still in place. These files still remain in the folder on Google Drive. Animation sketches will begin later this week to aid in setting up the animation workflow for implementing the easter eggs in Unreal, along with gathering sounds for each sketch as they are made. Unreal development is going steady- when the switch to Unreal was made, there were challenges in setting it up to get the first game prototype deployed to my phone to test on the Gear VR, but that problem has since been overcome through troubleshooting, and prototyping has been happening fairly quickly as I adjust to programming with Blueprints. 

    The two Blueprints above show the completion of the 'Camera center trigger' and sound tests in Unreal. The point of the 'Camera center trigger' test is to set up the player's camera to identify which object its center (where the reticle is placed) is pointing at. For this, a line trace was used, which shoots out a vector from the center of the camera and returns which object it 'hits'. After several prototypes of getting the camera to print the object it was looking at, this was revised to look for a single cube in the scene, and trigger its event in the second image above. 

    There were more challenges in getting these Blueprints completed- the blueprint that generates the player's reticle was out of place by default, and had to be adjusted to sit in the true center of the player's sight. Additionally, as I've never used Blueprints before, there was a bit of a learning curve to overcome, and I was constantly coming across points where I had to stop and learn something new in order to continue achieving my programming goals. Earlier in development I was even at a point where I had to recreate the entire Oddity Alley project in Unreal due to errors I didn't understand, but I've come far since then in working with Unreal to progress with developing the application. Things are definitely picking up faster now that I have a better understanding of the program.

Team Redundancy Team Update

PaperView Updates:

Calendar Update:



Team Blog

Brittany Wolfe

  • Aiding in rigging and troubleshooting
Nicole DeBolt
  • Updated the calendar, kept track of schedule
  • Talked to each member of the team to make sure we were staying on schedule
  • Helped with maya things/troubleshooting.
Ashley St. John
  • Working on packaging the test project
  • Assisting Meena in addressing possible sources of errors
  • Mac is less compatible with developing/packaging process
  • Waiting to assist in bird animation
Jenny Martin
  • Set up environment
  • Began animation 
Meena Subramanian
  • Working on packaging the test project
  • Working through output log
  • Addressing possible sources of errors
Randi Reynalds
  • Set up a global controller on the rigged sheet of paper so I could scale the model, rig and controllers all at the same rate.
  • Created a “rigged stack of papers” consisting of a cube, a few planes in the cube, and seven rigged stacks of paper referenced in and placed on top of the stack.
  • Organized the layer editor and color coordinated so that each rigged sheet is the same color. Each sheet has the model layer, the rig layer and the control layer (the colors match for each individual sheet). Having all these layers helps you toggle the visibility of the rigs and the controls when needed, but still being able to see the model in the scene
  • Added the rigged stack into the scene layout, organized scene layer editor and outliner (not pictured because it’s huge)
  • UV unwrapped the table top, did texture test, and began hand painting a white wood texture
Ben Laney
  • Since the last update, I have finalized the animation of the butterflies. Then duplicated them a lot. And textured them.
Cody King
  • skinned, weight painted, and released the rigged bird for animation

Tiny Ghost Project

Group: Tiny Ghost
Group Members: Kaitlin Carlson, Ben Quigley, Krista Goll, Sandy Than, Stephanie Flores
Logline: A lonely ghost seeks solace in the company of dolls.

Group Progress:
All members are separated out inside this folder, as well as having a short document explaining progress and challenges.

Group Schedule:

TEAM 206

LogLine:

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


Google Folder for Check 4:



Erika Raver:

Liane Lagtapon:

Derek Beck:

Suree Yowell:

Cammie Brown:

The Grass Types - 3/2/2016

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:


Member Work:
Balee L
  • Extensive research on applying and editing shaders manually in UE3 through the coding blueprint editor.
  • Testing gradient shaders of current models, progress of understanding UV mapping.
Campbell H
  • Finalizing layout concept, getting the ground plane in unreal, testing out objects placement.
Catherine D
  • Testing gradient pallets, sketches for environment matte painting/drawing, organizing drive.
Kaitlyn E
  • More plant models progress/completion.
Kendall T
https://drive.google.com/a/tamu.edu/folderview?id=0B3J5_4J8ZTIRalpyWDJ1LTNtVDQ&usp=sharing

  • Waterfall design -- large structure and point of interest for the terrarium.
  • Designing a bridge that fits into the natural world of the terrarium but more structured and not ‘hand made’ like some of the earlier concept brainstorming sketches.
  • Applying new flat gradient shader idea to concept design on the bridge to test possible appearance in environment.
  • Beginning spawning point cave outside designs — idea that the viewer starts in a dark area and is drawn toward the light and happy colors of the terrarium.
Laura T
  • Testing and problem solving in VR, working on general concept before final environment.
Sarah H
  • Models of plant and waterfall progress/completion.
Taig L

  • Testing and fixing VR sound design/music.

Taylor Stephens

Progress: figured out how to connect the radio waves to the audio using audio keyframes and parenting my expression to the values of the audio file. 
Challenge: this past week has been full of challenges in terms of finding purpose in my project and trying to determine if the audio based radio wave is an effective visual for the project

An example of what the new visual + audio looks like is found on the google drive under audio_letter.mov:
https://drive.google.com/open?id=0B6PSMgi1omE2cnU2YWlzbFphRDg