FITC 2005 Presentations - Digital Creatures
Digital Creatures
Liquid Journey - [www.liquidjourney.com]
FITC 2005
-> Mathematical Motion
2 components-> Motion :: Chase
1. Value you have going towards target value
2. Moving one value towards another
A = A + (B - A) / Constant-> Motion :: Flex
Dynamically creates target values randomly around the core value
Includes dampening-> Targets & Motion
Bungee effect
More fluid effect
Still can use same target effect
Moving the targets frequently is just as important as the motion itself-> Constants
Change constants-> MCs
Add a sine value to a constant
Physical presence-> Movie Clip Chains
Limited to approximately 16,000 clips on the stage
Elements as part of a hierarchy-> Objects
Lead element and mcs in the chain
Adding rotation to create spiral effect
MCs without the baggage-> Object chains
Require no physical presence on the stage
Have no inherent physical props
Hierarchy of interconnected elements-> Trig
Chase their target
They can all be drawn into one mc
Angles & Magnitudes-> Creating Volume
New_x = Point_x + Magnitude * Cosine (Angle);
Create a radial of relative positions-> Add sine motion
Animate core points and the radial points give the appearance of depth
Value from -1 to 1-> Wireframes and Fills
Multiply magnitude you can control level of sine motion
-> Give them emotive values
Can be value from 0 - 100-> Polygon Bitmap Tiles
Use masks and bitmaps to simulate texture-> Controls tiles like you would any other mc add effects or whatever
MC holder with a mask and a bitmap
Can use curveTo to create pretty extensive and realistic tiles
Build it from back to front to control stacking
Proximity checking not hitTtest
-> Recursive functions
Feed it a var and it will manipulate the var then call itself with the new var passed in-> Flash is a 2d space
Create a loop limit
Use a combo on onEnterFrame to control recursion and not have it iterate in one frame (iterate over time)
Creating 3d environments in Flash-> 3d Flash specific issues
Creature will pull through itself in 3d space
Choosing a depth-> Use the spokes of the wireframe to texture
Hard to create an average depth from 3 or 4 points
MCs cannot intersect another so every MC must exist on it's own depth
And of the creatures points can travel through it's body
POV & Camera Position
Use a camera to calculate
Local Global rotations-> Include an offset
Build the 3d world at perpendicular angles
Simulates a top down perspective
-> Cotangent to find angle
-> Uses "Motion Capture" data
Keyframed animation to pumped out x y values-> Add delay to create natural swarm and motion effects
Converted x y data to x z data and added y
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