Thursday, September 16, 2010

Week 2 - Independent Study + Flowgraph Mastery

Porosity Lens: "In simple terms a Porosity Lens is a way to understand peoples navigation through an environment. A key aspect is that it takes into account how long people spend at certain places. This reflects on the public/private nature of those places."

My porosity lens is created by the train station that has been placed in different areas for example the beams, platforms and the portal frames will be rotated and moved into a way where its been presented as an obstacle course or a playground. Individuals move differently within several settings and therefore a wide range of moods and behaviours are produced, this will be shown in an open environment in relation to movement and information.

The type of idea that will be presented within my final experiment is the Town Hall structure structured in a complicated way, where all the beams and platforms are rotated in a way where they are all connected.
It will be presented as like a playground where the player is over-comming obstacles along the way of the tracks as the player is being moved from one point to another the many obstacles that are in the way shall move out of the way to whatever direction that you take, with this the proximity triggers will be used.
For example as the player goes into a certain area, the object will move out of place or moved to another position.

The type of architecture that will be displayed is not created to an extent, with just normal models created from Google Sketchup to present the type of environment, it will be in a normal type kind of
setting with open spaces, the station shall be used as the main focus in the last presentation of my video, for the beams and platforms will be situated in a way where its more of a playground, and moving and the mobility of the player will be more presentable.

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Description:
This is one of my experimental nodes as described, this is the AI behaviour node, this can be used as an important asset to a human type behaviour.
It was quite easy using this flowgraph using the Start node the AI:FollowPathSpeedStance and the Animations:PlayAnimations, within this video i decided to combine 2 nodes, with the AI walking in a certain path and as he reaches a certain destination a human behaviour is presented.
With understanding this node i found tutorials and main points on the web to understand the main functions of the nodes and how to connect them.

Flow graph of the AI sitting down and relaxing provided from sandbox 2
The nodes that are provided are, the Start node which is located in the Misc tab,
the AI: FollowPathSpeedStance node, located under AI, and PlayAnimation under Animations,
but before implementing this i had to find the animation, copy and paste into the Animation
node.



Description:
With this video i managed to get the rotate node, with grabbing the player and moving around the world it rotated the tank, (basic entity). The player is used as a trigger.
With my final video my ideas are using certain AIs to move this entity when they move in different directions.


The nodes in this are quite easy to find but to implement and put them at its right place was a challenge with using the start node under misc, the time:delay node for the time movement as every step is taking place from the AI, both the entity id to present the certain focused AI and the object entity that is being used, using the Entity:getpos for the entity that is being used, the vector nodes for the axis used for its x y z coordinates and last the Entity:EntityPos for the rotation of the node the different effects in relation to the other vectors.



Description:
Within this video is an example of the proximity trigger, when i walk into a certain space, an entity near by moves to a position in the game, flow graph is provided.
With the help of other students in the class i found also using this node is quite simple with using the proximity trigger and the Movement:MoveEntityTo, i found trouble in trying to get the proximity trigger node, but it was a simple select of the entity and generating all the terrain for it to work, i had minor problems in using this node, but i found a different way to present the proximity nodes.


This is an example of the flowgraph i used with using the proximity trigger entity and the movement:moveentityto with using the enter and the leave part of the output of the proximity node, and connecting them to the both the start nodes of the Movement:MoveEntityTo, i had trouble in the destination of the entities so at some points i had to guess the position of the entities, but i found a node where it displays the position of the entity or i also found the coordinates at the top right hand of the screen.

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