Tuesday, November 24th, 2015
This semester I’ve been taking a class at ACCAD with Jeremy Patterson called Interactive Arts Media. It is essentially a web design class, but I’ve been fixated on emphasizing the “Arts” part of the class description (which is kind of how I approach all of my work).
Inspired by sites like superbad.com and feedthehead.net, I have been working on a web site that treats the medium as something other than a container for words.
What I’ve made so far could be categorized as a toy, which I think I’m ok with. Toys are designed to encourage play, curiosity, and imagination. Hm. I’m having Candace Feck “at the point of utterance” moment. Maybe toys are actually exactly what I am most interested in making.
Here’s a link to the site in progress:
Wednesday, July 29th, 2015
Wednesday, April 29th, 2015
Forward/Inverse: Gaming cross disciplinary methodologies in dance and digital animation
I created this application for my final project in Motion Capture. There are credits in the application, but special shout out to Caitlyn Trevor for her cello performance. 🙂 It actually made debugging a joy to hear her playing over and over.
The concepts are all inside the in-game documentation (as well as a bonus video of me dancing in some sweet mocap digs).
Have some fun blending different dance improvisation modalities and learn a little something about digital animation while you’re at it!
As always, you may need to install or allow plug-ins to play this Unity application:
Tuesday, November 18th, 2014
I was experimenting with procedurally generated objects and animation in Unity this weekend. Using the scripting language C#, I instantiated a field of game objects based on a prefabricated object that has a couple of physics components and a trailing effect. I then translate the objects in a pattern based on some randomly generated variables and allow them to collide with and effect each other. The animation is slightly different every time, but always falls within the bounds I’ve set up.
Procedural Animation with Unity from John Luna on Vimeo.
Saturday, November 1st, 2014
Once you’ve designed a biped and rigged it well, you can pose it and deform it a little into some interesting variations.
The base model doesn’t have horns, but I added them to my little goat man, Enkidu. 🙂
Wednesday, October 29th, 2014
Working on my second Virtual Modeling project. Skin weight painting tool is my new best friend.