︎︎︎New World
Tags :
︎ 360 VR Experience
Status :
︎ Published at MOR
Role :
Developer , Tilt-Brush
︎ Collaboration with Kerenza Harris
︎ VRHAM! Festival
︎Hamburg, Germany
Tags :
︎ 360 VR Experience
Status :
︎ Published at MOR
Role :
Developer , Tilt-Brush
︎ Collaboration with Kerenza Harris
︎ VRHAM! Festival
︎Hamburg, Germany
︎ 2020 06
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︎ Project Breakdown
. “New World” is a 360 Virtual Reality movie that has been created as a response to the COVID-19 isolation and social distancing
. the story narrates isolation through an artistic key featuring the story of Astra and Yu
. Astra is a young girl, YU is Astra’s guide. The dialougues between the two character is lived in first person in the shoes of Astra
. “New World” is a 360 Virtual Reality movie that has been created as a response to the COVID-19 isolation and social distancing
. the story narrates isolation through an artistic key featuring the story of Astra and Yu
. Astra is a young girl, YU is Astra’s guide. The dialougues between the two character is lived in first person in the shoes of Astra

︎
. 360 Cinematic video
. 360 Cinematic video
︎ VR Tilt-Brush
. some of the project assets made with Tilt-Brush.
. some of the project assets made with Tilt-Brush.

︎ Code Sample : Procedural Ocean
. some variations of waves are instantiated as a grid and moved through a script that simulates a perpetual ocean behaviour
. some variations of waves are instantiated as a grid and moved through a script that simulates a perpetual ocean behaviour
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using System.Collections; public class Ocean : MonoBehaviour { // axis enum public enum Axis { X, Y, Z }; [Header("Animation Parameters")] [Tooltip("Axis the deformer to work on")] public Axis axis = Axis.Y; [Tooltip("Axis the curve will act on")] public Axis curveInfluence = Axis.X; [Tooltip("Animation Deformation")] public AnimationCurve animationCurve; [Tooltip("Waves frequency")] public float frequency = 0.5f; [Tooltip("A way to keep tracking the cycle throught the waves")] public float cycle = 1.0f; [Tooltip("Waves Height")] public float waveHeight = 1.0f; [Tooltip("the speed of the waves animation")] public float animationSpeed = 10.0f; [Tooltip("move through the corresponding axis")] public float moveX, moveY, moveZ = 0; [Tooltip("Animate the waves")] public bool animate = false; // private variables // array of transform for all the object subjected to the behavior Transform[] originalObjects; // array of transform for all the object moving Transform[] movedObjects; // array of the original positions Vector3[] originalObjectsPos; // array of the position that changed Vector3[] movedObjectsPos; // float normalized; float curveValue; // setting boundaries for the curve float yMin, yMax, xMin, xMax, zMin, zMax = 0; float offsetMin, offsetMax = 0; // a new object position Vector3 newObjectPos; // array defining the original pos coordinates private float[] OriginalY, OriginalX, OriginalZ; void Start() { // https://docs.unity3d.com/Manual/animeditor-AnimationCurves.html // Animation Clip controls how that property changes over time. if (animationCurve.length == 0) { animationCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 1)); } // create an array of objects - children of a parent originalObjects = new Transform[transform.childCount]; // recreated a second array with the previous objects movedObjects = new Transform[originalObjects.Length]; // respectively created a third array movedObjectsPos = new Vector3[originalObjects.Length]; // these are the orginal coordinates of the objects OriginalY = new float[originalObjects.Length]; OriginalX = new float[originalObjects.Length]; OriginalZ = new float[originalObjects.Length]; // we created a position array with all the previous coordinates arrays originalObjectsPos = new Vector3[originalObjects.Length]; // for loop taking in consideration the children list for (int i = 0; i < transform.childCount; i++) { // assigning values // original objects are all the children transform originalObjects[i] = transform.GetChild(i); // moved objects are all the children positions movedObjectsPos[i] = originalObjects[i].position; // all of the children positions are the original objects positions originalObjectsPos[i] = originalObjects[i].position; } // at this stage moved objects are the original objects movedObjects = originalObjects; // if the array is not - not exsisting if (originalObjects.Length != 0) { // fill the following variables // at this stage min=max // considering the very first element of the list // as a reference yMin = originalObjects[0].position.y; yMax = originalObjects[0].position.y; // xMin = originalObjects[0].position.x; xMax = originalObjects[0].position.x; // zMin = originalObjects[0].position.z; zMax = originalObjects[0].position.z; } // for loop going through the original objects transform for (int i = 0; i < originalObjects.Length; i++) { // re assigning the original value OriginalY[i] = originalObjects[i].transform.position.y; OriginalX[i] = originalObjects[i].transform.position.x; OriginalZ[i] = originalObjects[i].transform.position.z; // checking and comparing the values of all the list // with the element took into consideration as first // and build the behavior up from there // yMin if (originalObjects[i].position.y < yMin) { yMin = originalObjects[i].position.y; } // yMax if (originalObjects[i].position.y > yMax) { yMax = originalObjects[i].position.y; } // xMin if (originalObjects[i].position.x < xMin) { xMin = originalObjects[i].position.x; } // xMax if (originalObjects[i].position.x > xMax) { xMax = originalObjects[i].position.x; } // zMin if (originalObjects[i].position.z < zMin) { zMin = originalObjects[i].position.z; } // zMax if (originalObjects[i].position.z > zMax) { zMax = originalObjects[i].position.z; } } } // considered a fixed update for the steady flow void FixedUpdate() { TransformSineWave(); if (animate) { tickingCycle(); } } // public void tickingCycle() { cycle += Time.deltaTime * animationSpeed; // the cycle keeps ticking based on time and speed multiplier } void TransformSineWave() { // based on the values corrisponding on the curve we have // a number of possibilies switch (curveInfluence) { // the min and max change based on the // enum axis we picked case Axis.X: offsetMin = xMin; offsetMax = xMax; break; case Axis.Y: offsetMin = yMin; offsetMax = yMax; break; case Axis.Z: offsetMin = zMin; offsetMax = zMax; break; } // this goes to trigger a condition based of // the staring point we set up previously // normalizing a space from 0 to 1 if (offsetMin == offsetMax) { offsetMin = 0; offsetMax = 1; } // for all theobjects for (int i = 0; i < originalObjects.Length; i++) { // this float is the addiction to the position float x, y, z; x = originalObjectsPos[i].x + moveX; y = originalObjectsPos[i].y + moveY; z = originalObjectsPos[i].z + moveZ; // locally defined a new variable float new_x = x; float new_y = y; float new_z = z; // based on the axis we chose here is the process of // normalizing the values defining the ratio // for normalizing continuosuly the value // using normalization formula // https://www.wallstreetmojo.com/normalization-formula/ switch (axis) { case Axis.X: switch (curveInfluence) { case Axis.X: normalized = (x - offsetMin) / (offsetMax - offsetMin); break; case Axis.Y: normalized = (y - offsetMin) / (offsetMax - offsetMin); break; case Axis.Z: normalized = (z - offsetMin) / (offsetMax - offsetMin); break; } // evaluate // https://docs.unity3d.com/ScriptReference/AnimationCurve.Evaluate.html // returns float The value of the curve, at the point in time specified. // normalized = The time within the curve you want to evaluate (the horizontal axis in the curve graph). curveValue = animationCurve.Evaluate(normalized); // sinWave formula // https://answers.unity.com/questions/434717/how-to-make-a-sine-wave-with-a-transform.html // full explanation of the math formula - mecanim could resolve codeless but why not new_x = x + Mathf.Sin(frequency * z + cycle) * waveHeight * curveValue; // wave height multiplies the effect // z is the opposite parameter on the other axis // the cicle keeps ticking // the curve value provide the point of the cycle // is the animation speed is lower the cycle is slower break; case Axis.Y: switch (curveInfluence) { case Axis.X: normalized = (x - offsetMin) / (offsetMax - offsetMin); break; case Axis.Y: normalized = (y - offsetMin) / (offsetMax - offsetMin); break; case Axis.Z: normalized = (z - offsetMin) / (offsetMax - offsetMin); break; } curveValue = animationCurve.Evaluate(normalized); new_y = y + Mathf.Sin(frequency * x + cycle) * waveHeight * curveValue; break; case Axis.Z: switch (curveInfluence) { case Axis.X: normalized = (x - offsetMin) / (offsetMax - offsetMin); break; case Axis.Y: normalized = (y - offsetMin) / (offsetMax - offsetMin); break; case Axis.Z: normalized = (z - offsetMin) / (offsetMax - offsetMin); break; } curveValue = animationCurve.Evaluate(normalized); new_z = z + Mathf.Sin(frequency * x + cycle) * waveHeight * curveValue; break; } // the new values initially defined provide the new current position on frame newObjectPos = new Vector3(new_x, new_y, new_z); // we move the object movedObjectsPos[i] = newObjectPos; } // finally we applied the new defined position of the moved object pos in the transform // transpform.position = vector3 for (int x = 0; x < originalObjects.Length; x++) { movedObjects[x].position = movedObjectsPos[x]; } } } |