yuanstuff
yuanstuff
school ¯\_(ツ)_/¯
65 posts
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yuanstuff · 3 years ago
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bob's room
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I will admit that this project was a way for me to subtly make a game. But games tend to involve a lot of animation in varying degrees anyway, whether it's as simple as blocks falling in Tetris or as complex as the combos in fighting games. I've never really worked with very complex animations in Unity, so I saw this as an opportunity to learn more about working with the Timeline – how to piece animations together, how it interacts with code, etc. I feel like I understand Unity a little better now, and I'm also proud of how I've improved since I first started working with Unity. It's not visible in the finished product, but I've become much better at coding in C# and streamlining my workflow.
It's been a while since I've made something in Unity, and it felt good to get into it again. This is still not completely done, as objects other than the camera still need to be animated/scripted. However, what I have now is a good demo. I'm still really enjoying the work for this, so I will continue to make progress on it at my own pace.
For now, this demo of "bob's room" can be played/watched here. The password for the page is uwu.
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yuanstuff · 3 years ago
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spiritual messaging service
the rules
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presentation
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revisions
- addition of single card readings during setup for querent and reader
- querent no longer decides traits for divine, the divine instead does a three card spread (past, present, future) for the querent and uses that to inform what messages they send
- more specific instructions for the reader on how to communicate their cards and reading
- ending now determined by the reader and querent rather than when the divine stops sending messages
play tests
after presenting my initial rules, i was able to do a couple play tests. i'd say they were very successful! i felt apprehensive about the game not making sense or being too boring, but i think my play testers and i all had a good time with it despite some chaos/ambiguity happening due to the rules still being in their initial stages. it helped that i had good play testers. i was able to pinpoint areas to revise through the play tests, and i also took angelo's feedback and made it so that the character creation is guided by cards/spreads instead of letting players have complete freedom with it. this definitely streamlined setup and gave the rest of the game more direction.
in the first play test session, i played as the reader. i had to juggle a good number of things during the game; it was the game master role, after all. i found it manageable, though.
i felt awkward about roleplaying, but i was able to settle into my character once i started drawing cards. i hadn't thought to do a single card reading to determine my traits for this session, but it probably would have been helpful. the arc of this session centered on the querent, a businessman, discovering through a tarot reading that the value of his stocks would plummet in the near future. i tried to tie it up at the end by trying to tell the querent that they should reconnect with friends and family, based on their past present future spread and the squidward "alone" gif i'd received from the divine. the querent had gotten distracted and gone off to play ping pong at that point, though. i'd still consider it a successful play test because of the insights i gained from it. i enjoyed playing the reader as well, and found the process of connecting the divine's messages back to the spread quite satisfying when things fit together well.
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in the second and third session, i played the divine in order to observe how someone with less-to-no experience doing actual readings would behave in the role of a reader. i was worried that someone who had never done a reading before wouldn't know how to for the game, but my play testers took to the role quickly. i think the fact that we were roleplaying took some pressure off. the readings ended up going a bit off the rails, but in an interesting way. both of the readers in these sessions ended up with cards that referenced sacrifice, and they both took that to mean that they should encourage the querent to engage in violence to achieve it.
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i attempted to steer them away from readings that didn't align with the querent's past-present-future spread with images like the one above, though that didn't really work; it's not like they could take back what they said. i think i ended up getting swept along into the readings even when i didn't really approve of them and sent media that matched the reading more just to keep the flow going. i still peppered in reaction gifs to express my disapproval along the way. the readers both got cards that indicated rather unhinged characters, though (the tower and lovers reversed), so i saw their uncooperativeness as good roleplaying on their part and a challenge for the divine to deal with as they attempt to communicate with the querent.
conclusions
the only role i haven't played yet is the querent, as it is the least involved of the roles, and i wanted to get a better understanding of the reader and divine for the first round of revisions on my rules. the addition of the single card reading to determine character traits during setup alone was enough for the querent, but i ended up overhauling the divine's section and writing another page for the reading process in order to clarify things.
when i was the reader, it felt somewhat like practicing reading for me. the setting was more chaotic, but also more controlled at the same time – the querent's personality had to be clear for the purpose of roleplaying, and i was receiving direction from the divine that i wouldn't have in a normal reading. it was a good exercise in synthesizing a bunch of simultaneous sources of information for me. this is probably an overly utilitarian assessment of my own game – the roleplaying part was fun, of course, but the point of making this for me was to experiment with collaborative storytelling through distribution and control of information in a reading.
i like to wrap things up nicely as a reader, but i think that ended up making the resulting story less of a collaborative effort. in my play tests where i observed others play as the reader, i felt that the other players actually did a better job of embodying the idea of collaborative storytelling. they bounced off each other in unpredictable ways, and i got caught up in it even as the divine. we worked together to build little worlds for each reading, digitally preserved in group chat histories and gifs. i like the idea of having a bunch of different group chats from various sessions of this game stored on whatever messaging service i was using. while the game can easily be translated to a purely tabletop format, a big part of the charm for me is the fact that it leverages messaging really well.
i've been trying to think of something cool and insightful to say as a concluding statement, but i really just think i came up with a neat game. a game that needs refinement, still, but a neat game nonetheless. i had fun playing it, and i'm glad that my play testers did too.
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yuanstuff · 3 years ago
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Animation Final Proposal – Lofi Bedroom
For the final project, I'd like to expand on the camera I modeled and animated for our 3D unit and create a character and world surrounding it. When I was trying to find things to put inside the camera, they ended up being small, intimate things I felt I'd be able to find scattered across someone's desk or decorating a corner of a bedroom. The camera would become one of several things a player can interact and make animated through clicking around. I imagine the room would be in isometric view and have a simple cel shaded style, like in the game Kind Words. Clicking on an object in the full room view would bring it close to the camera so that the player can see and click more details.
The lofi part comes in with the background music, and I'm planning to have a radio that changes the music in some way when it's fiddled with. I'm thinking I'll apply some filters and change the parameters depending on knob movement and change the music itself when the channel is changed.
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I don't have a specific timeline in mind, and I'm seeing it as a collection of smaller animations to discover. In lieu of a linear plot, I will prioritize implementing some kind of onboarding that instructs the player to click around in the beginning. Once they've interacted with everything there is to interact with, I'll indicate that by having the character (which I'll have working at a desk for the most part) go to bed. At that point, controls will be turned off and the scene will fade out.
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yuanstuff · 3 years ago
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orca sequencer
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I just happened to go to the Orca coding workshop during the weekend this meditation was assigned. I ended up really enjoying how the language is made up of single letters and numbers, as well as the interface in terms of how the code is written in cells that connect to one another rather than lines. It created interesting visualizations of the lines of operations I was using to produce randomness, and also produced some results I wasn't expecting when I put operands next to each other.
The notes for both sequencers are triggered by the Es flying by, which move to the right and bang when they hit one of the notes in the list, which is also changing constantly. For the first one that controls the synth, the operations go something like this:
1. C (counter) controls the rate of a second C.
2. The second C controls which letter T outputs from its list to the right.
3. The letter from T determines the y offset of X's output.
4. The values of both C's are passed down, and the difference (B) between them is used to determine the x offset of X's output.
5. X produces a bunch of E's at the x and y offsets.
6. While all that is happening, the list of notes below is constantly changing.
7. G iterates through the list, and the C's that extend to the left determine which item in the list G sets.
8. The C above the list determines the octave of a note.
9. Va stores the letters from T, and I'm using them again in the list to determine the pitch of each note.
10. I copied and pasted the same sequence of counters again to the right and replaced E with W to see what would happen. The W's end up settling in the length section of the notes, which provided some interesting variation there.
I wanted the second sequencer to be slower because it would be playing a more ambient sound. I copied the counter sequence again but changed the rate values so it would be slower. I also copied the list/iterator and took out the counter that changed the octave because I wanted it to stay in the lower register. I then implemented some more control over the length variation. The operations for the second sequencer would be:
1. Everything 2-7 is the same as the first sequencer. I took out the first C because I wanted it to stay at a slow rate, and the first C would sometimes speed it up.
2. I made another variable Vb to store the letters from T at a slower rate. It still determines the pitch of the notes.
3. For the length, I have a C that changes the rate of the C below it.
4. A outputs sums. The first A adds the first C output with a (10), which determines the value that the second A adds to the second C output.
5. The second A output is multiplied (M) by z (26), which is the final output for the length.
Orca created both visual and aural representations of randomness, and I found the visual aspect especially unique because it used the code itself. The changing numbers and letters were mesmerizing to watch alongside the music, and I can see it being used in live audio visual performance. And despite the fact that I wasn't using the R function, and I was the one writing each step out, the structure/interface of Orca itself created randomness. It's a unique coding experience, and I'd like to keep working with Orca. I remember learning during the workshop that procedural sequencers were used in old video games to create the music, and I'm left wondering what patterns of "randomness" were implemented in them.
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yuanstuff · 4 years ago
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note to self
i started writing in a google doc called "why i feel like shit" in freshman year about, well. why i felt like shit at any given time. the blank digital pages were a space for me to vent. lately i've been writing in the notes app on my phone on the go. over the years, i've accumulated a pretty good amount of thoughts that i'd dumped out. and my therapist has recently been telling me to write a letter to "parts" of myself to better understand myself. so i was wondering what it would look like if i trained a model with my ramblings and tried to use it as a kind of assistant in writing said letter. most of the outputs don't make any sense, and a lot of them use words that i never wrote. i was expecting it to take my words only to make new sentences, but i guess you can only do so much with fine-tuning. still, it's interesting to see how it took my writing style and ran with it sometimes.
some snippets that may or may not make sense but are the most coherent ones i found or are the funniest ones:
i hate it here? I feel like that's not your way of thinking about those issues. If you feel like you're going to do something and let it bother you because it's affecting you, then you can't help but feel obligated to do
my palms are so red they give me an itch that I stop to breathe and stop crying and make myself feel okay. That․huhhhh… I feel so fucking so bad…it․s like a curse.
i want to see you get a little better, if you can’t manage to think about something else…if you have such a high opinion of everyone you’ve never met could be going anywhere
i want to get my body back, and to tell you how you feel right now, and tell you how to live and breathe better.
i hate it here. it actually hate me. what am i doing with that? oh, yeah, I'm really trying my best to be a man. that hah, if i don't know what to say
i wonder if if all of the other people who will be killed would do anything wrong for them??????????????????????????? ??????????????????.....????..????????.???????
im trying to find an alternative?”I'm thinking of something else in life, but I cannot handle it so I've become more comfortable and calm. And I feel so bad about myself now that this is a constant, painful and painful experience
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yuanstuff · 4 years ago
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wii tennis
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An animation about playing tennis on the Wii but being bad at it and then drinking grape soda and becoming really good at it.
When I was trying to come up with an idea for this animation, my first instinct was to use vintage botanical illustrations. After some consideration, however, I felt compelled to find more unconventional assets and make something more fun and tongue-in-cheek as a challenge to myself, since I'm used to making my projects more "serious". I came across "Wii Tennis" while trying to find a song with a good beat and/or lyrics to animate to, and I committed to it because the idea of animating miis as 2D characters was really funny to me. I ended up using a pretty wide variety of pictures, and I spent a lot of time finding a good balance between real photos and video game-esque images in each shot. Figuring out you could bring in 3D models from Cinema4D was a good time too, I enjoyed incorporating some simple 3D animations and 3D text with 2D elements.
I also put a lot of effort into fine-tuning the movements and physics to look convincing and match the beat of the music, which killed me a little because of how much time I would spend on tiny sections, but I think it was worth it. It was honestly pretty difficult for me to get through this though. I kept having a crisis every 10 minutes and spiraling over how I thought the whole thing would look dumb and I would embarrass myself. I'm pretty satisfied with how the first half turned out, though some parts in the second part make me cringe. I just had to cut a few corners to get this done. Still, I hope that it brings viewers some joy. My personal favorite parts are the beginning with the main mii getting hit in the face and having a spectacular fall, and the short bridge with the red hand hitting the tennis ball back and text that says "what do you mean this isnt how tennis works" zooming by.
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yuanstuff · 4 years ago
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ego booth
disclaimer i only know very surface level things about freud and his personality theory so. i don't have a great reason for choosing this concept, but it was in a game i was playing recently and it popped into my head while i was prototyping.
a photo booth for reading the id, ego, and superego. i just made a max patch for this meditation, but i think full realization of this concept would be in the form of a physical installation that resembles a purikura booth and would print out strips of photos of a user's "id", "ego", and "superego" that would then be interpreted to reveal something about the user's inner psyche. i haven't really fleshed that part out, but an example reading i was thinking about was the amount of ghosting that ends up in the final "ego" photo indicates level of overall spiritual stability/ability to mediate the other two parts. im also wondering if printing out the values of the filter parameters at the time each photo was taken would be conducive to a more accurate/complex interpretation, or if that would just make things more confusing. maybe a typical user wouldn't be interested in them, but someone more serious about the interpretation would be.
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pic of the guts
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video demos
it's a lot of randomizers that are "banged" at different intervals to determine the value of each parameter, and the photo capture itself is set to trigger every couple of seconds. the resulting images show up in the three windows to the right in this prototype. I tried to make each filter resemble each personality part, at least in how i interpreted them. id is the most distorted and obscured because it's supposedly the most mysterious, superego is supposed to have a kind of ethereal/supernatural look, and the ego is the most "normal" but run through a delay filter so that it's not boring.
i felt pretty conflicted about letting the computer handle almost every factor of the resulting photos, but that also made me question why i felt uncomfortable and anxious about the idea. can computers not be spiritual mediums/objects? are they not connected to the natural world in a way that is meaningful enough to perform divination through them? opalite is manmade, but it is said to possess metaphysical healing properties just as other stones. i don't have answers for these questions, but i do know that other completely arbitrary things like the aging of process of cheese has been used to divine. so why not computers?
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yuanstuff · 4 years ago
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playing tennis on the wii
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I've had the song "Wii Tennis" living in my brain so I will be making an animation with that as the inspiration and the accompanying music. A pair of tennis players drink grape soda to enhance their performance and also they're dating.
I just think it would be funny to take miis and puppet them in a 2D animation even though they're originally 3D. Also, there's a line in the song that goes "got these muthafuckin' nikes on my feet" and i want to make the image of a mii with cut-out air force 1's a reality.
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yuanstuff · 4 years ago
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how to be evil uwu
An animation about horns n eyes n stuff.
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Lilian and I had planned to use physical assets for the eyes and horns, but found that the things we made wouldn't stick to my face at all. We ended up kind of faking our stop motion by shooting things normally and then chopping it up in a way that made it look like it was a sequence of a bunch of photos. I then attempted to draw the animations frame by frame, which I got through a good chunk of, but the eyes did me in. Animating this took up all my time for 2 weeks until I finally caved and used loops and motion tracking instead of drawing every single frame by hand. This was less smooth, but it actually still produced good results in the end, so I wish we'd done it earlier. Thinking back on it, I think cutting and splicing pictures of the physical assets onto the footage would have looked fine if we just edited things correctly and maybe stylized it in a meaningful way, but it seemed too daunting at the time.
Also, even though we didn't end up using the physical assets we made, I will be posting process shots here in memory of them.
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Polymer clay "molds" over which I put thin layers of paper clay. They helped keep the sizes consistent, and kept the assets from getting too bulky.
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Size comparison on my face.
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Painted with gouache and finished with gloss spray varnish. I actually quite enjoyed the painting part, I just haven't had any time to paint for pleasure.
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yuanstuff · 4 years ago
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AR Oracles
Avital and I worked together on the design of a possible AR-assisted Oracle app for this week's meditation. There were a lot of components that we thought about implementing, but due to time constraints, we narrowed our scope for today down to a fairly simple technical prototype to showcase image tracking and some of the AR content we'd like to include, as well as designing a few of the cards that might go in the physical deck. At its core, the app would act as a companion to a physical deck and supplement the existing ritual of a reading, as well as the smaller ritualistic actions of creating a spread and shuffling, drawing, and flipping cards.
I mainly worked on the digital aspect, which involved getting a camera to recognize images and spawn specific objects on top of them in an AR space. The setup of just image tracking is pretty simple with AR development kits (though usually glitchy), but I also was spending an unreasonable amount of time trying to code in some custom stuff to make UI text appear and change, and make it so that moving two cards close to each other or in a specific orientation would trigger something. I'm probably reserving that for future work, so what I have right now is just flowers growing out of cards that are recognized.
The flow of using the app would be similar to the Golden Thread app, where a user would be met with a home screen that displays their daily card when they open it up, and they can then navigate to a menu from which to pick a specific spread.
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The AR component kicks in there, changing from typical UI to the camera with an instruction and guide overlay. Based on which spread the user chose, the app would guide them through laying out the spread and flipping and scanning each card to register them into the image tracking library. When the user reaches the last card, there would ideally be some kind of animation at the end involving all the AR content that synthesizes the reading in some way, and it would be different for each spread.
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I'm left wondering whether all the AR content should be already set for the user, or if a mode of customization would be desirable. The cards would stay the same, but maybe more experienced users/readers could choose what they want to appear when cards are recognized and tracked. We went with a botanical theme, but someone might derive more meaning from astrological entities or different crystals etc. appearing from the cards.
There's a lot more work that could go into this. For now, if I were to keep going for a bit, I'd want to add in some extra flair to the AR and get a UI overlay on the camera so that it's less bare.
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yuanstuff · 4 years ago
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press f
(this is going to be really dumb but pls be nice to me my brain is rotting.)
one of the first things that came to mind for this meditation was memes (unfortunately). im still deciding if i think this is a really dumb idea or a good idea, and while i'm not particularly proud of it, i can defend my stance when it comes to how they are ritualistic. memes involve an intense communal aspect in that they're spread by the internet and come into contact with the many users of the World Wide Web. many of them become a kind of second language, if a certain image is associated with a word/phrase. i've heard people call emojis "modern day hieroglyphics", but i think it's more accurate for memes to have that title. this train of thought has led me to wonder if some of them could also be considered spell words or incantations, in a sense.
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in particular, i've been thinking about the "press f to pay respects" or "f's in the chat" meme. it's usually something you would see in a twitch streamer's chat when something unfortunate happens.
the original context has been lost a bit, but i think it's especially salient for this assignment since it's from a funeral scene in a call of duty game, where the player is instructed to press the "f" key to "pay respects" to the deceased person. people repeat it around the internet to make fun of the fact that such a serious event/action like this has been gamified so badly.
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the ritual of the in-game funeral gave rise to another ritual, the act of "pressing f" to mark an unfortunate but funny event and express collective sorrow (but maybe some secret delight) over it. this typically results in a streamer's chat window being filled with f's, as if the viewers are engaging in a kind of communal chant.
the ritual that i envision surrounding this takes the form of something like an internet forum but with more spatial elements, like a MUD (multi-user dungeon). i imagine a user would log on to the forum/chat room/web app at the end of a day to either start their own thread about something they'd like everyone's f's for or join someone else's thread. if they make a thread, they would also be prompted to name the environment they'd want the discussion to take place in, be it a bar or a bonfire. there's no particular point to doing this extra step, but it sets a certain mood and creates the digital third space that i think would make it feel more like a ritual space. an ai could take care of actually describing the space. if the user chooses to join a different space, the only thing they'll be allowed to say is "f" in response to the creator of the thread.
i'm taking inspiration from porpentine's rat shrine as well. the rat shrine is only accessible at noon and midnight pst for an hour, which makes it seem all the more sacred. i imagine this "f shrine" would also be time-gated so that users would value the time they spend in there more, and it would give their day more structure overall.
this really didn't have to revolve around this one meme and could have just been a digital ritual space where people could go and shout into the void. still, i wanted to incorporate a part of internet culture into a ritual that relies on technology, and i do think certain internet language is adjacent to spell words or chants.
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i didn't get to make anything elaborate, but i put a prototype together in twine to map out an example of what a user might experience.
"play" here
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yuanstuff · 4 years ago
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how to be evil 101
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Lilian and I want to make an animation that features a person and assets that grow on them and alter their physical form. It wouldn't really involve armatures, but instead a lot of separate assets that, when swapped around from frame to frame, would make it look like they're moving. It's like a traditional animation where you draw each frame except we're "sculpting" each frame. Our concept involves very slight body horror, drawing on inspiration form the artist sarokichi, who makes really intricate paper clay masks with a bunch of eyes, teeth, horns, etc.
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Brief descriptions of almost every panel in the storyboard:
person examines their face in the mirror
camera angle change to front-on shot of person’s bare face
they poke and prod their face
exerting some effort, they make horns pop up from their head
they aren’t happy with how long the horns are, so they pull the tips of the horns to make them longer
examining face again, feeling like something is missing
shot of knife laying next to person on counter/sink amongst regular products
person picks up knife and uses it to cut slits in their skin
slits open to reveal eyes
satisfied, they walk away from the mirror as a tail grows out behind them
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yuanstuff · 4 years ago
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normal rat smoking a normal cigarette
I drew a cryptid rat character (i.e. furry) smoking a cigarette a while ago, and I wanted to try and animate them. I made a digital version first since it's more forgiving, and I could add frames and move things in different frames around at the same time. Procreate's animation feature is called "animation assist", which is fitting since I was very much in need of the assistance.
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I wanted to also animate them taking a pull from the cigarette, but drawing the hand motion feels daunting right now. I just have the main frames drawn out.
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I made the actual flip book after, which was a bit more difficult because it was harder to see older frames. I also had a rough start because I fully misunderstood how the flip book-making process worked, so I had to start over a couple times until I figured it out (starting at the last frame and going backwards, I think) . The digital version served as a prototype and a helpful reference. It still ended up turning out rough, though, maybe because of the kind and/or size of paper I used? And the fact that my drawings are in the middle of the pages rather on the edge. I only realized that this was important after the fact. This was the best recording I could get of it:
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yuanstuff · 4 years ago
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froggy :)
"Tadpoles Looking for Their Mother" was so charming that I had to watch it in its entirety. I care very much about these little dots on a piece of paper and their wiggly tails. I think what got me was the attention to detail with how each animal moved. The frog mom's swimming is really beautiful, and although the water isn't really detailed, we're convinced she is underwater from the weightless and flow-y feeling of the movement. This contrasts with the springiness of her hops after she gets out of the water. Despite lacking facial features and limbs, the tadpoles convey a lot of personality and playfulness through their tails and the way they swim around and interact with other animals/objects. And honorable mention to the shrimp and their whiskers, imagine having to paint these thin lines drifting around in a different configuration every single frame. I think the artist truly expressed the ideal of Chinese painting, which looks to capture the spirit of a subject rather than its absolute, realistic likeness.
I'm also really impressed by the fact that everything looks consistent. It's hard to control the ink flow in Chinese brush painting, which makes it much more difficult to draw something that looks consistent from one image to the next. That is, I imagine that it's much harder to create an animation with this particular medium in comparison to any other. I'm glad this artist did, though. I see a lot of elements of Chinese brush painting in more modern Chinese animations too, though they're not actually done with brush and ink. It's just nice to see the style and its cultural significance persist. I'm left wondering what the artist did to animate the animals while leaving the backgrounds completely static. Was it something like cel animation? Was it cut-outs? I'm curious about how they were able to maintain the brush painting style if they did use a cel method.
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yuanstuff · 4 years ago
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water walk 2 electric boogaloo
Initially, I’d planned to do more of an exploration in sound engineering as a way to express a kind of rebellion through unorthodox sounds in music. I ended up shifting my focus away from this when I broke out my old Arduino and started doing some physical computing again in one of my IMA (Interactive Media Art) classes. While browsing various sensors to use in a project, I found this:
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It's a capacitive touch shield. Basically, it can sense when someone has touched or released any of the points on the shield, and I can use that data to tell the computer to do something in reaction. I was able to hook it up to Ableton through a Max for Live device that I made to receive serial messages from the Arduino.
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The port patch listens to the port at 9600, takes messages from it, and parses it so that it can be read as a string. The second patch takes this string and turns it into a readable MIDI message, which it then sends out to Ableton. It is kind of a pseudo MIDI message, since it's not actually using MIDI, but as long as the structure of the data matches, Ableton and Max will recognize it as one.
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This is what the patch looks like on a track in Ableton. The gray port track is where I turn the port that receives serial messages on and off, and I have the other patch on each track that I want to control through Arduino. I also made it so that each touch sensor corresponds to a different "channel" (more of a pseudo-channel since it's not going through actual MIDI channels) so that everything won't play at the same time, and I can have each sound be "played" by a different object.
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This is what it looks like on the Arduino side of things. I couldn't capture the full code here, but this is the part that mostly matters – the code that tells the computer whether a sensor was touched or released, and what values to print to the serial port depending on the interaction.
This all led me to performing a cover of John Cage’s water walk, with less walking and more sitting at my desk. I resonate with the core values of the Fluxus movement, in that I'd like my work to push against what is considered "art", and I have a very broad definition of what I consider art. In fact, I feel like that is also one of IMA's core values. I wanted to take John Cage's performance and capture the original's whimsical yet defiant tone, while bringing in more recent technology and opening up new possibilities for music creation through it. Enjoy!
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yuanstuff · 4 years ago
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uhhhhhhhhhhhhhhh epilepsy warning
I have no spatial awareness, so I didn’t really make an expansive environment or try to do any cool camera tricks. This was mostly just a bunch of different cameras and some effects that I wanted to play with. The background song is Jitter Fanta, just to prove that it exists and that I’m not just saying random words when I request Jitter Fanta to be played. 
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yuanstuff · 4 years ago
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i put myself in space hell
I finished modeling the astronaut from last week and wanted to make a little planet for him to run around on. That was a mistake. Trying to code a character controller for spherical gravity has been terrible, and I don’t think I can get this to work even remotely perfectly with my understanding of Unity right now. Like, I for the life of me cannot figure out how to get rotation and locomotion around a sphere working at the same time. The camera’s also kinda wonky. At least it’s pretty. I’m going to go repress the memory of this now and just work with normal gravity.
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