Archive for the ‘animation’ Tag

Dynamic Projection Mapping in Unity

Wednesday, July 29th, 2015

I created an application for the dynamic control of a very particular piece of realtime generated projection mapping for an in-process theater performance that is being created in part at OSU’s ACCAD.  The purpose of this application was to demonstrate the potential look of a visualization and also to be able to manipulate the imagery on the fly.  Once the show is out of process and into performance, there will be far fewer controls, or many of the controls will be hidden once the look of each scene is set.  My familiarity with using programs like Isadora and Qlab to create projection design for live performance gave me insight into what kinds of options would be useful to an operator.  These are some stills from the application:

tendrilProjectionMapping06tendrilProjectionMapping05tendrilProjectionMapping04tendrilProjectionMapping02tendrilProjectionMapping01

Forward/Inverse

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:
https://db.tt/3icEp1ZK

FKIKthumbnail

<3,
John

procedural animation in Unity

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.