This project endured many different forms in my head. When first announced I wanted to do something interactive with a Kinect. I have no knowledge of the Kinect and how to transfer it to something like this. I instead decided to create multiple animations and a dark theme to go with a song. I wanted a song that had an industrial (like a Workshop/Manufacturing, not the music genre) sound. In the past year I had played a game called Ruiner. I knew that had music very close to what I was looking for and listened to it's soundtrack multiple times over to find a song that I could envision in the space. In context of the game all the music fits perfectly being rough, repetitive, and slightly unpleasing to listen to, because that isn't the focus and fits the environment that's rough, repetitive, and slightly unpleasing to look at (Dystopian, reds, blacks, and strobe lights). I knew I would be listening to this song hundreds of times so I had to at least enjoy it. I knew others would hear this and I chose the one song that stood out as a median between pleasant and industrial. A good test of would my mother listen to this at least once or twice and not skip it after 30 seconds (which is something I considered, love you mom).
Song Selected - Call by Zamilska.
Animations, How can I activate this space. I had many more ambitious ideas than I was able to accomplish either due to time or lack of skill. I knew because of the music and the source of where I found that music I knew to create a dark environment. I knew I wanted rats, from the beginning, to run around the space. I wanted those same rats to look into the space. I added holes to help the rats look into the space. I created two big gears to anchor the space. The backdrop was from an ad campaign for the game that I heavily transformed.
Process:
Going in Order, Song Selected, I knew before I started timing things I needed assets to apply to the timings. The rat running down the ventilation shaft was a goal for me, if I could do that, I could build every other asset I wanted too.
All the Animations (Excluding backdrop) were frame by frame animated by me in Adobe Fireworks (Which I haven't touched in 6 years) and Exported as gifs.
Gears, The big gear was created first. I've made gears before in Rhino and knew I could recreate them easily. The first Big gear had nine teeth and five inner slots. I learned when animating that in order to create small loops that could be repeated easily the amount of teeth needed to be divisible by the amount of inner slots (Here's some numbers to explain why this happened animating wise. In order to turn the gear one tooth length I had 4 frames planned. If you take 9/5 you cant simplify it into an integer without rounding. With my Second Gear I had 12 teeth and 6 slots, 12/6 can be simplified to 2 or 2/1. The numerator determines how many full teeth turns needed to make it look seamless and able to be repeated. In addition it takes 4 frames to animate and since I'm doing it by hand it matters. First Gear - 36 frames, Second Gear - 8. Work smarter not harder is a good lesson I've learned repeatedly this semester.). The Big Gear has 12 teeth and six slots while the Small Gear has 10 teeth and five slots. I animated one set of revolutions for each. I then lined up a circle with each medallion to make sure it fit right when I was animating it. I recreated the animations and transformed each frame of each gear and placed it correctly.
Gifs, MadMapper accepts .gif files and works well with them surprisingly. I used gifs to make sure early timings were perfect.
(Quick Note about this Gif and Ruiner. The game is violent and about saving your brother from his captors in any way necessary. This gif contains the words "KILL YOU" scrolling across the screen. Given the subject matter I can see how this might upset some people. Since my theme was dark but not necessarily about violence I made sure in Max to make the text on the helmet/face non-legible)
Backdrop, I planned on creating my own video and putting it through Max to distort it with tests I had done earlier. This didn't work very well as I came to this after all of my animating and timing had been finished. Realistically, I had no idea what to do or how to do it. I found an gif of the Ruiner character from an ad campaign for the game that I thought would be interesting and after many Max tests I found a setup wasn't expecting that I loved. The Composition included duplicating the image multiple times, shrinking, scrolling, rotating, blurring (not really, but not easy to explain and blur is close-ish) and adding a VCR line distortion.The recording commands in Max just didn't work. I recorded through Windows recording and recorded the MadMapper Output that was Spout'd from Max.
The Backdrop was placed zoomed out on the far hallway and the two opposing walls. The other five walls I made a near seamless (except when the timing isn't perfect) five projector blend of one texture across three computers. I am very happy with that. I'd like to add the remaining three walls so I could have one unified blend, but I need to figure out how to increase the resolution in Max which is surprisingly elusive.
Additional Comment - Most of my other posts are worded differently. They go straight into it on how I did what, not saying much about trial and error. For this since I for a good part used programs I'm unfamiliar with I wanted to go into more detail about everything I learned and the difficulties I had. I really wanted with this project to expand my bounds and try something new. I could've created something new with Max and only Max. Instead, I want to use my time in this class wisely and try as many new approaches to this world of projection mapping while I have this perfect space available to me.
Thank you Professor Scott and Staff of the Atec, building that kept it open, for letting me spend my Spring Break in the Lab working on this project.
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