This week I worked on the particle effects for the Deus Ex Machina effect. We figured out that we’d like to render each of the device/lexicon cards’ effects with their own camera (not overhead) so that helped me figure out how I should design them. Currently for Deus Ex Machina I’m using a curve flow with an instancer (in Maya) so we can choose to substitute in any object we’d like. As of right now the animation is working, I just need to adjust the path, speed, frequency, etc. I’m going to figure out how to make a nice golden metallic shader and see what I can do in terms of motion blur or a particle trail to give it a more dramatic effect. The picture below shows both the original flow of particles and the instanced particles next to it. This is not the finalized shape, just a proof of concept.
I’m going to work on finishing this up for Tuesday/early in the week. Right now I think it’s around 75% done since the hard part for me was just to get the system to work.
I also did some research about glyphs/patterns used with the FLARToolkit and tried to get familiar with some of the coding we’ll be using. I found this great application that will allow us to create our own custom glyphs in photoshop and convert them into the .pat file we’ll be using in flash. Most augmented reality applications/games use generated checkerboard patterns, but with this application we can use basic silhouettes of our characters. We still need to use black and white for our colors since detection works best that way – Otherwise the lighting in the room can throw off detection by affecting the colors.
http://flash.tarotaro.org/blog/2009/07/12/mgo2/
Jason and I will be meeting on Monday night to go over some of the basic coding and work on getting a shell of the game laid out.
This week I spent around 15 hours either doing research/working on tutorials or working on actual assets. I am around 90% complete with my work for the week and plan on being at 100% by Tuesday.