12/13/2021 - Final Work Session

We worked on the finishintg touches for our Unity installation walkthrough in time for presentations.

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  1. I added some final touches for room #4. I did add the escalator that would descend from room #4 back to the lobby. It isn't animated but is there as a practical mechanic the installation would need. I have been trying to get consistent scaling through all the rooms. I fixed the walls for room #2 so it can match with the rest. Overall, the scale is looking a lot more practical. Some of the rooms still have things that need to be added to them, so it will need a bit more time before our final presentation. Once rooms #2 and #3 are both complete, I will need to raise them and room #4 in the scene to mimic our second floor. Unfortunately, it doesn't look like we will have an official first-person controller recording due to some limits with animations in certain rooms. We will present a flyover instead, which we feel would be easier to manage and can better portray the concept.

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  2. During the final work session, I was able to come up with some final ideas for my room. I changed the material of the mirrors to make the room more appealing. I am currently trying to add video based illusions to my room as well. Lastly, Renuka was able to help me by creating a room (and exits) that was more compatible with the rest of the installation as well.

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  3. I fixed the scale for room 1 and it looks decently well. Unfortunately, I forgot to move the character controller for the showcase. To summarize, room 1 was originally suppose to be a walkway, but that was changed to an tunnel with an escalator. I then added light balls and automatic movement to make room 1 feel more alive. Overall, not bad at all, some were struggling, but it turned out well.

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  4. Tried to continue with the sketch anyway, but forgot how to use processing. Wasn't sure if it would have been completed in time, but tried anyway. I forgot how to use processing, but the idea was to create paw print objects that would grow and fade over time. The actually sketch would take those objects and recreate pawprints/footprints in the river bed with alternating steps moving upwards starting from where you clicked on the canvas. Didn't go anywhere past the planning phase as the documentation took a while to figure out again.

    Uploaded the grass/river fbx to slack for Ekemini to add to unity.

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  5. For our final work session, I animated the LED flowers by manually creating keyframes in Unity's Animation window. The lights fade on and off, starting with one dot in the middle and rippling outward in rings. I've never done this much with the Animator before, so I ended up learning a lot about curves, Preview mode, and scaling keys in Dopesheet mode.

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