Door Slide Mechanic

Thanks to Al for taking time out to look at my Door Slide Mechanism, we now have a working slide door open and close on a trigger.

I think that now I have this, I will be able to use the mechanism for many interactive features in my world. For instance, I have a skeleton that will stand from sitting and play his violin. I will also be able to trigger other things on and off.

This is the code Al wrote as a quick fix – not bad from 200 miles away from his laptop in Falmouth!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ToggleDoor : MonoBehaviour
{
    [SerializeField]
    private GameObject LeftDoor;

    [SerializeField]
    private GameObject RightDoor;

    private void OnTriggerEnter(Collider other)
    {
        Debug.Log(“OUCH!!!”);
        LeftDoor.GetComponent<Animator>().SetBool(“slide”, true);
        RightDoor.GetComponent<Animator>().SetBool(“slide”, true);
    }

    private void OnTriggerExit(Collider other)
    {
        LeftDoor.GetComponent<Animator>().SetBool(“slide”, false);
        RightDoor.GetComponent<Animator>().SetBool(“slide”, false);
    }


    [ContextMenu(“ToggleDoor”)]
    void Toggle()
    {
       //
        LeftDoor.GetComponent<Animator>().SetBool(“slide”, true);


    }
}

I still need to animate an idle position for each door so that the doors begin closed before being triggered to open followed by a close when exiting the collider…

SORTED!!!!

One very Happy Bunny here tonight 😀

   

Door Slide Mechanic

Thanks to Al for taking time out to look at my Door Slide Mechanism, we now have a working slide door open and close on a trigger.

I think that now I have this, I will be able to use the mechanism for many interactive features in my world. For instance, I have a skeleton that will stand from sitting and play his violin. I will also be able to trigger other things on and off.

This is the code Al wrote as a quick fix – not bad from 200 miles away from his laptop in Falmouth!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ToggleDoor : MonoBehaviour
{
    [SerializeField]
    private GameObject LeftDoor;

    [SerializeField]
    private GameObject RightDoor;

    private void OnTriggerEnter(Collider other)
    {
        Debug.Log(“OUCH!!!”);
        LeftDoor.GetComponent<Animator>().SetBool(“slide”, true);
        RightDoor.GetComponent<Animator>().SetBool(“slide”, true);
    }

    private void OnTriggerExit(Collider other)
    {
        LeftDoor.GetComponent<Animator>().SetBool(“slide”, false);
        RightDoor.GetComponent<Animator>().SetBool(“slide”, false);
    }


    [ContextMenu(“ToggleDoor”)]
    void Toggle()
    {
       //
        LeftDoor.GetComponent<Animator>().SetBool(“slide”, true);


    }
}

I still need to animate an idle position for each door so that the doors begin closed before being triggered to open followed by a close when exiting the collider…

SORTED!!!!

One very Happy Bunny here tonight 😀

   

Character Development: Alienated Death Fresco Concept Sketches

Photobash Fresco Sketch with Unity Screen Shot to test how it might read in context. 
NEXT STEPS
🔲. Simplify the character silhouette by removing two tubes to leave 3. 
🔲  The result isn’t scary enough (its actually quite sweet!… It reminded me of a triffid which although scary would have been scarier had it been able to chase you. Make more scary by adding movement in the body and shifting it from side to side on some legs. 
🔲. This is a good opportunity to try multi layer animation in Unity. I was going to model and rig this in Maya but I think doing it wholly in unity as a low poly build would be a lot more efficient. I would still like to develop some high res models and sketches should I have time. 

Character Development: Alienated Death Fresco Concept Sketches

Photobash Fresco Sketch with Unity Screen Shot to test how it might read in context. 
NEXT STEPS
🔲. Simplify the character silhouette by removing two tubes to leave 3. 
🔲  The result isn’t scary enough (its actually quite sweet!… It reminded me of a triffid which although scary would have been scarier had it been able to chase you. Make more scary by adding movement in the body and shifting it from side to side on some legs. 
🔲. This is a good opportunity to try multi layer animation in Unity. I was going to model and rig this in Maya but I think doing it wholly in unity as a low poly build would be a lot more efficient. I would still like to develop some high res models and sketches should I have time. 

Character Research: Alienated Death Feb 23rd

I had been thinking about ‘alienation’ and how this could inform my ‘alienated’ death character. I could research animalistic, organic, plantlife, sea creatures etc to inform the characters form.

And on this thought, I went to bed. In the early hours of the following morning I experienced a really vivid dream in which a carniverous plant was literally singing out ‘hallelujah”…

Taking this as a starting point, I felt that the tuberous like ‘throats’ were alien-like and that they also made sense practically as they spoke to organ pipes and the fairground as well as the singing of the operatic arias.. which to those unfamiliar with opera is the most alien aspect of the operatic experience. How do opera singers achieve such an amazing sound? It made me think about air flow and string vibration.

I then started to look for photographic references that could inform my concept designs. I was looking for something similar to that which I had seen in my dream. The image above is Purple Pitcher plant Sarracenia Pupurea flower.

In my research I discovered a really interesting symbiotic mutualistic relationship between the Pitcher Flower and the Bat.

I had been reading about how to design a boss character in games in FX Magazine, and in the article the artist makes reference to creating a weakness in the character that could be attacked. The artist decided that a floating gem that occasionally appeared around the boss, could represent that weakness.
I began to think that bats, flying around my alien death character could serve the same purpose.

On reading the bat-pitcher research paper  I was reminded by the beacon technology research I had read last year and began to wonder if there had been any technological development in this sonic interaction. This led to reading about bio – sonar inspired technology and ecolocation

This led me to research whether there has been aby development in sonar/beacon hybridisation. This resulted in the discovery of this paper  Bio Sonar Reflectors as guiding beacons for autonomous navigation.  

(This led me to thinking about Yosef and his driverless car development !)

So, using this research and having dug deeper into the ‘alienated’ death concept; I can start to develop a back story for this character. This will inform the ‘costume’ and props. This will help to place the character in the Lunarium world.

I am also thinking about the room in which I want to place Alienated Death and how this could be initially a completely dark cave with many echoing bats. I also need to include aspects of the Don Giovanni narrative as this will be presented in the music track.

 

Character Research: Alienated Death Feb 23rd

I had been thinking about ‘alienation’ and how this could inform my ‘alienated’ death character. I could research animalistic, organic, plantlife, sea creatures etc to inform the characters form.

And on this thought, I went to bed. In the early hours of the following morning I experienced a really vivid dream in which a carniverous plant was literally singing out ‘hallelujah”…

Taking this as a starting point, I felt that the tuberous like ‘throats’ were alien-like and that they also made sense practically as they spoke to organ pipes and the fairground as well as the singing of the operatic arias.. which to those unfamiliar with opera is the most alien aspect of the operatic experience. How do opera singers achieve such an amazing sound? It made me think about air flow and string vibration.

I then started to look for photographic references that could inform my concept designs. I was looking for something similar to that which I had seen in my dream. The image above is Purple Pitcher plant Sarracenia Pupurea flower.

In my research I discovered a really interesting symbiotic mutualistic relationship between the Pitcher Flower and the Bat.

I had been reading about how to design a boss character in games in FX Magazine, and in the article the artist makes reference to creating a weakness in the character that could be attacked. The artist decided that a floating gem that occasionally appeared around the boss, could represent that weakness.
I began to think that bats, flying around my alien death character could serve the same purpose.

On reading the bat-pitcher research paper  I was reminded by the beacon technology research I had read last year and began to wonder if there had been any technological development in this sonic interaction. This led to reading about bio – sonar inspired technology and ecolocation

This led me to research whether there has been aby development in sonar/beacon hybridisation. This resulted in the discovery of this paper  Bio Sonar Reflectors as guiding beacons for autonomous navigation.  

(This led me to thinking about Yosef and his driverless car development !)

So, using this research and having dug deeper into the ‘alienated’ death concept; I can start to develop a back story for this character. This will inform the ‘costume’ and props. This will help to place the character in the Lunarium world.

I am also thinking about the room in which I want to place Alienated Death and how this could be initially a completely dark cave with many echoing bats. I also need to include aspects of the Don Giovanni narrative as this will be presented in the music track.

 

Character Dev: Humanised Death (Animated)

Moving from a detailed anatomy to a low poly skeleton I found on Unity Assets.

https://assetstore.unity.com/publishers/38620

This was then exported into Blender where I removed the rig.

I then exported the model as an FBX file into Mixamo where it was re-rigged for animation using a T-Pose.

Mixamo re-rigged it so that I could use the sitting and standing violin player animations.

I am now adding an Animator and Trigger so that the player triggers the Skeleton when entering the box collider and the Danse Macabre music will then play.

The skeleton should be sitting then stand to play the violin which he will stop playing when the player exits the box collider.

I will tweak the animation using a number of violin player references.

 I will then model various props to test with the animation…

Character Dev: Humanised Death (Animated)

Moving from a detailed anatomy to a low poly skeleton I found on Unity Assets.

https://assetstore.unity.com/publishers/38620

This was then exported into Blender where I removed the rig.

I then exported the model as an FBX file into Mixamo where it was re-rigged for animation using a T-Pose.

Mixamo re-rigged it so that I could use the sitting and standing violin player animations.

I am now adding an Animator and Trigger so that the player triggers the Skeleton when entering the box collider and the Danse Macabre music will then play.

The skeleton should be sitting then stand to play the violin which he will stop playing when the player exits the box collider.

I will tweak the animation using a number of violin player references.

 I will then model various props to test with the animation…

Character Research: Humanised Death

So far, I have decided that I need to develop a humanised death character as well as an alienated one because I have two pieces of music, one which speaks to the common and colloquial, is more accessible.The other speaks to the art of the operatic (which can be thought of as rightly or wrongly, alienating).

Danse Macabre (humanised death track) will be represented by a kind of human skeleton, a grim reaper figure which connects to the plague, wears a black cloak and plays an instrument (Tech).

When I think about the image of the Grim Reaper, Paul Kidby’s Illustrations of Death drawn for Terry Pratchett, springs to mind. To develop this kind of illustration, one would use references from Grays Anatomy etc.

To develop a character in the fantasy genre, I reach for my 1943 Grays Anatomy text and begin to breakdown the skeletal structure of the form. In doing this I am attempting to dig deep into the ‘humanistic’ concept of death. 




I am very aware of the high character pixel count required to construct the character and how this should be reduced for Mobile VR. I am thinking that I would be able to pare back the detail later while still retaining the essence of the concept.