Camera Attachment to Protagonist:
Sunday, October 31, 2010
EXP 2: Week 7: Research Continued...
Camera Attachment to Protagonist:
EXP 2: Week 6: Research Continued...
Entity Attachment and Detachment Experimentation Six:

Skeleton Movement
EXP 2: Mastery Three – Entity:GetPos
The flow graph above controls the testing and attachment of entity’s with reference to the skeleton. A key input triggers the sourcing of the cubes and relative skeletons cubes position, subtracting them before checking to see whether the resultant is less than one unit, if true it attaches, if false it doesn’t.
Saturday, October 30, 2010
EXP 2: Mastery Two – Entity:EntityPos
EXP 2: Mastery One – Entity:AttachChild
Friday, October 29, 2010
EXP 2: Week 6: Tutorial Draft Video - Version One
EXP 2: Week 6: Interconnection of Custom Textures and Forms
The image below presents the three custom textures I have decided to use. Although they are very simple, outlining the first letter of each category, that are recognisable to all in terms of their purpose. Such is what I was attempting to achieve as I did not want complex textures that the responder needed to ponder in order to gain the meaning of it and its purpose within the overall project and thus the documentary. Due to the quick nature at which the scenes will transition within my documentary this was critically as the textures needed to be recognisable instantly.

EXP 2: Week 5: Tutorial – Elevating Overall Understanding through the Identified Media
EXP 2: Week 5: Porosity Documentary Draft - Version Two
Note: Recommended to view in 1080p HD Full Screen.
EXP 2: Week 5: Research Continued...
Through collaborative research it has become apparent that through the Crymod website there are various time of day files which are able to be downloaded and run within any Crysis Sandbox level. I have decided to look into these to see whether there are any appropriate unique versions which would at all enhance my porosity lens documentary in terms of perhaps insinuating a strong sense of depression within the exterior environment. Through doing so I have discovered various possible options as documented below. The version in the upper left hand corner presents a true sense of loneliness through heavily scaled rain and a dense level of fog, while others present a grainy feel to the overall persona alluding conceptually to the sense of disorder. While I have also included a very realistic version which I have considered due to the extremely high quality it presents which may allow me to really define the night scenes and rain.

After initially discovering how I was able to control the main interactive feature of my porosity lens documentary I have been researching further into the possibilities of this notion of tracking the local players position to further refine the resultant rotations. Due to the manner in which the surfaces will rotate upon 3 axis I have been trying to identify this week whether it would be possible to lock each axis. Lucky with some assistance I have been able through the use of key inputs and logic gates. Such was achieved by breaking the previous flow graph down into the individual axis, and adding logic gates before the activation of the rotation, allowing such to be triggered by a key input. However for the final version I intend to, look at replacing these key inputs with proximity triggers which would be locate in the corners and edge pieces of the installation. I believe this would work due to the manner in which the entire cube remains rather stationary while simply the edge pieces and corners rotate. I have included the flow graph of this adjustment below.
Following the failure of my initial attachment concept and the unreasonable option of using ray casting I have decided to look into proximity triggers. After some researching my intent was to utilise the “Inside” function of the node to simply determine whether particular cubes are within the trigger which would cover an entire face. However this proved to be much more difficult than expected due to the manner in which it is difficult gain various resultants instantly through a proximity trigger without testing each entity individually within the proximity trigger to determine whether the inside function is true or false for attachment. Even if the resultants are gained it remains difficult to assign them individual to an attachment management system which is required to check there position anyway to determine which cubes of the installation to attach in which order. I was lucky to consider this due to that it doesn’t apply to my tests within crysis as I have been using uniform cubes, thus the order is insignificant. While the station however is not uniform in its form and thus the order is critical. Such is presented below.
Through the experimentation process of using proximity triggers to control the attachment and detachment of my installations components I was give advice to consider using rather the area trigger. I began researching this notion to discover it is basically similar to a proximity trigger. Through attempting to incorporate the actual area trigger within my experiment I discovered that this was difficult and tedious to achieve. Furthermore upon testing I remained to have the same core issues as associated in using the proximity triggers in terms of controlling various entities and their positions for attachment and detachment management. I therefore decided that this option was not viable and decided to refocus my attention somewhere else, while remaining to look into the crysis plug-in system for any other possible options.
EXP 2: Week 5: Data Representation within the Porosity Lens
- Depression appears within our lifestyles at different stages, whether it is in the teenage years of our youth, throughout our adulthood or in our later life due to other physically conditions.
- At any one given time within Australia, one in six men will experience depression while at the same time one in three women will, twice that of men.
- In terms of Australian youth it is believed one in twenty adolescents will experience depression, with the potential for such to develop further into their adult life.
- Focusing upon women, depression appears more commonly within younger women within the age bracket of roughly 15 to 45.
- Four times the number of young men commit suicide to that of young women according to the Australian Bureau of statistics, tripling within in the last 30 years.
Through the information discovered above I have deepened my personal knowledge of depression, which will now allow me to identify the most appropriate manner of representation within the experiment. After consideration I have decided to use my porosity lens as a means of if you will public awareness regarding depression as through the incorporation of such information will I allude to the manner in which depression exists within society. Thus interconnecting with my porosity lens in portraying the manner in which those who suffer interact within their environment.
Therefore I have decided to create custom textures that represent particular statistics above, applying them to my custom installation. Through doing so I will be able to allude within my documentary the manner in which depression surrounds everyday society, as the protagonist will directly interact with the representations as he moves throughout the environment. This will be enhanced through a juxtaposition of general tones within the environment as the light tone of the station and the installation work in contrast to the overall dark environment alluding to the presence of depression within our every day environments further.
EXP 2: Week 4: Porosity Documentary Draft - Version One
Note: Recommended to view at 1080p HD.
EXP 2: Week 4: Brief Tutorial Subject Outline
Thursday, October 28, 2010
EXP 2: Week 4: Lecture Flow Graphs – Attach and Opacity
Note: Recommended to watch in 1080p HD.
Note: Recommended to watch in 1080p HD.
To experiment with the attachment of entities to the local player within crysis, I decided to consider the manner in which our motion changes as more objects become attached. Thus I placed numerous custom white spheres created in Sketch Up all over the ground applying a flow graph and proximity trigger to ensure as the local player moves close they attach to him. Through such I discovered that initially the player moves at a normal velocity, however as the entities attach his movement is slowly restricted, interconnecting with porosity lens brief in terms of that as we move through life problems attach themselves to us, however it those without depression who simply let them go. While those suffering from depression remain attached, in sense forming a path through life as seen in the demonstration video above.
EXP 2: Week 4: Installation – Sketch Up Final Version

The images above presents the final installation with the context of the transformed station prefab enabling one to clearly identify the overall complexity of what initially on paper appears rather simplistic, thus enhancing the overall purpose behind the design.

Within the following images above I have identified the three main components of my installation in terms of individual components. Firstly is the corner piece, in which there are a total of eight, allowing for the transition between the faces in all three axes when rotated. Next is the edge piece which allows for the transition between two faces upon which in total 12 exist. Finally is the centre piece upon where in total there six, allowing for simply directional change upon a face when the face is rotated.

The collection of images above presents the overall design of the installation together separated from the station prefab allowing one to observe the manner in which an individual is able to move upon three levels when rotated at any angle. Furthermore the manner in which the numerous planes interact with each other to enable someone to not only walk on one side of the surface but also the other when rotated.

Finally within the images above I have presented the installation divided into the individual sectional components to enable one to identify the manner in which each three types of piece interact with each other in a symmetrical and uniform sense.
EXP 2: Week 4: Research Continued...
Entity Attachment and Detachment – Experimentation Three:
Entity Rotation – Local Player Tracking:
Wednesday, October 27, 2010
EXP 2: Week 3: Town Hall Station Element Separation

EXP 2: Week 3: Installation – Sketch Up Development

Upon developing the concepts above I discovered that the notion of creating a thin series of platforms was not going to be successful due that there would not be enough room due to the requirement of doors. Thus the platforms will need to be wider to accommodate this, while remaining to be thin enough to fit between the structural members of the station.

The concept sketches above portray the development of my Sketch Up installation as I have begun to consider and plan a more effect layout of the doors between the various intersecting planes. This has been difficult as one needs to consider the path of the person walking to ensure for one that they are able to make it to the next door, and secondly that they are not going to step through and fall between. I have also begun to develop the potential notion of stairs and ramps between the levels to see if what I thought would not be able to be achieved could be in fact. This has been unsuccessful as there is not enough room between the various structural members and the openings within the planes. Furthermore they would need to twist back and forth as it would be too step to achieve in one run, thus meaning more room would be required as well as an extra level of complexity.
EXP 2: Week 3: Installation – Crysis Sandbox 2 Elements
Note: Highly recommended to watch in HD 1080p.
- Installation Conceptual Statement -
The installation I wish to incorporate within experiment two takes the form of various complex interconnecting platforms which will allow the protagonist to move between the stations structural prefab when it is rotate at any angle upon any axis, thus allowing for one to interact with the environment. Although the overall installation appears rather simple, it provides a medium for the interactions to occur, and when considered further becomes quite complex. The simple geometry of the platforms needs to provide level surfaces which line up perfectly when rotate and moved around individually as it becomes separated into 27 components, while remaining to allow a way for the person to walk between the intersections. This notion provides the interconnection to my porosity lens which I attempting to portray in the sense that this installation appears simple in form but in context and application is extremely complex and involved. Such is the same with depression, as from an exterior point of view one is unable to grasp the true depth of such a condition, while those who experience it (hence interact with) are able to truly comprehend the complexity of the condition upon the individually physically and emotionally, thus enhancing my porosity lens.

The collaboration of images above presents the overall composition of the installation within the station prefab. We identify the manner in which the installation is uniform in its geometry working the same at any rotation upon any of the axis, allowing an individual to move throughout the structure. Such is enhanced through the collaboration of stairs as one is further able to move between the two levels. However within the final installation there will be in fact three levels. Additionally through careful consideration I have decided to remove the stairs component allowing the protagonist to simply ‘fall’ between the levels, thus doing so in a more ‘swiftly’ movement to represent the manner in which on with depression simply floats in a sense unconsciously through life.

The series of images above portrays the interior aspect of the installation concept. Hence the multi-dimensional paths and doorway, as one identifies the manner in which they interconnect. I quite like the manner in which the persona of the environment, through the unique dispersion of light is enhanced due to the influences upon the structural members of the station. However within these images we identify the first issue between the interaction of the station and installation as within the bottom left image we can see particular members block particular pathways and thus will need to be cut way and re-formed.
EXP 2: Week 3: Research Continued...
Entity Attachment and Detachment – Experimentation Two:
Through some research on the internet regarding the attachment and detachment of various entities I discovered the system of organisation with the Crysis Sandbox 2 editor in the form of parent/child linking. The most appealing part of this discovery is the manner in which one is able to attach numerous entities together without having to use a flow graph. However as a resultant one is unable to detach the attached entities once attached within the game, meaning I would not be able to interact with my environment within one continuous motion. Therefore unless I am able to find a manner in which I can disable parent/child linking within game mode, I will stop researching this technique. The image below presents the manner in which this notion works.

Upon watching television I noticed a new commercial for Mars Bars which presents a prime example of an interactive environment as the protagonist directly influences lights within his environment as he gains energy from eating a mars bar. It was rather interesting in terms of the way in which lights had been used to define the resultant of eating the Mars Bar as it alluded to the path of the man as a secondary state. Such made me consider a similar notion in terms of my own porosity lens through the notion that my protagonists environment may not interact due to his movements but rather his purpose. I have included the video beneath to portray this concept.
EXP 2: Week 2: S.W.O.T - 3 Nodes Analysis
S – Strengths: The main strength of this particular node is its direct ability to interact with an entity as well as its accompanying Entity: DetachThis node. It allows for one to identify the child entity and activate its attachment through other influences such as a Key Input.
W – Weakness: The most significant weakness of this particular node is its option for only a single child. However this may be able to be overcome by using a some sought of logic gate. This may allow for multiple entities to become the child, but will reduce the potential individual control.
O – Opportunities: The opportunity for this node to be included within my experiment exists within the attachment and detachment of the numerous entities to a central core. The child feature will define one of the numerous moving entities, while the node itself could define the core entity.
T –Threats: The most significant threat regarding this node exists upon the potential overloading of the flow graph when numerous entities are being attached and detached simultaneously. However this may be able to be overcome by using many of this node individually, rather than running all attachments through only one.
2. Entity: EntityPos:
S – Strength: The most significant strength of this node is its ability to alter a entities rotation, scale and position while defining previously through additional inputs and calculations. Hence one is able to combine various values and numerous calculations regarding these movements within the node, as it works as a manager.
W – Weakness: The main weakness of this particular node is the manner in which through initial research it appears difficult to set a value within the node, while then attempting the alter the set value through a vector node.
O – Opportunity: This node has many opportunities as it has the ability to be the core of the player entity rotation. It would allow for an updated position to be calculated regularly to be updated in terms of rotation in association with the players global position. Hence rotating the entity in association with the player’s position.
T – Threat: Threats regarding the use of this node within experiment two exists around the updating of the rotations position, as if this lags, then over time the rotation will become out of global sync resulting in the potential clash of entities as the rotate between different axes.
3. Entity: GetPos:
S – Strength: The main strength of the Entity: GetPos node is its ability to receive the world position, rotation, scale and direction of a defined entity upon any axis while separating this information accordingly. Such allows for a particular element to be altered rather than having to later separate the information out, allowing for various different tasks to be completed on potentially each field.
W – Weakness: There are not all that many weaknesses for this node, except perhaps for the point that when used with say a “Vector Sub” node it may be difficult to determine which value is being subtracted from the other, especially if we wish to produce a negative number not a positive.
O – Opportunities: The opportunities to use this node are immense, mainly within determining the position of various entities to determine whether through the vector outputs they are in range for attachment on a face, or calculating the rotation of an entity with reference to the player.
T – Threat: The main threat of using this node is the potential confusion when altering two or even all three qualities of an entity by the same value or ratio as one will either need to combine the values or alter them separately however within the same ratio of values.
EXP 2: POROSITY LENS BRIEF
Through my porosity lens documentary I intend on exploring the manner in which an individual with depression interacts with their environment through the influence of their mental state. I intend on perceiving the manner in which the individual not only attempts to restore disorder but also the manner in which they unknowingly develop disorder within their environment. My initial perpeception of portraying such involves using the Town Hall Station Prefab as a representation of the individual’s environment alluding to a sense of depression and lioness through its surrounding environment in the form of a few un-habited islands within the middle of the ocean as the station is suspended in-between. Thus the environment (station) will be separated into numerous uniform sections in a cube formation, allowing the individual through custom pieces to walk throughout. Through such general interactions will individual sections rotate upon the influence of the protagonist’s movement, re-organising the original state portraying disorder. Such will allow for one to attempt to restore order, while within a sense remaining defined by their environment and thus there state of depression.