5.6.12

SCALE OBJECT RELATIVE TO PLAYER POSITION


As requested by Ellis.

You will probably want to go to Tools > Reload Scripts each time you jump out of the game, in order to reset the entity's scale.


30.5.12

ROTATE, THEN MOVE




Unlike the previous 2 flowgraphs, which moved and rotated the elevator at the same time, this flowgraph rotates, then moves the elevator up.

28.5.12

USING TRACKVIEW

MOVING ELEVATOR BETWEEN 2 TAGPOINTS + PROXIMITY TRIGGER




This flowgraph builds upon the previous tagpoint flowgraph.

Instead of pressing a button to move the elevator, the elevator starts to move when the player enters a certain area, called a proximity trigger.

MOVING ELEVATOR BETWEEN 2 TAGPOINTS



Instead of specifying two fixed positions for your elevator to move between, you can use tag point (Rollup Bar > AI > Tagpoints) for your elevator to move and rotate between. This flowgraph gets the position and rotation of each tagpoint, and tells the elevator to match the position and rotation of the top tagpoint when 'P' is pressed, then tells the elevator to match the position and rotation of the bottom tagpoint when 'O' is pressed.

Wherever you decide to place these two tagpoints, your elevator will move between them. You could imagine then, a series of tagpoints, placed along a path, for your elevator to move through.

6.5.12

CHANGE WATERFALL COLOUR


In Database view, try changing all the parts of the waterfall particles ("splash", "big_splash" etc) to desired colour, ie blue, green...red.

3.5.12

CHECK NORMALS // REASSIGN MATERIALS

Check normals:


Reassign material - navigate under the diffuse tab to where your material is:


26.4.12

ELECTRO LIQUID AGGREGATION:


If any of you are struggling with this part of the Independent Study:


2. Rewrite the concepts relating to your chosen axonometric so that the new piece of writing forms an "Electroliquid Aggregation"


Recall the definition of an Electroliquid Aggregation from the lecture:


“Why still speak of the real and the virtual, the material and immaterial? Here these categories are not in opposition, or in some metaphysical disagreement, but more in an electroliquid aggregation, enforcing each other, as in a two part adhesive.” Lars Spuybroek, [1998] Motor Geometry, Architectural Design, Vol 68 No 5/6, p5


Try to think of the process as:


1+1=3 - Combine the two concepts / words together in a sentence to create a new concept. (The original two concepts can still be referred back to for sub-component ideas)


as suggested by Jacky Yuen, Thanks Jacky! Any further questions relating to Experiment 2 please post on the class forum so everyone take part in the discussion.

11.4.12

DETAIL BUMP MAPS:

You can give your materials a certain texture to them, for example, make them appear like concrete or wood. You do this by applying a bump map in the Detail box - see below: 

1. Assign a surface type, eg concrete to get rid of the ASSIGN SURFACE TYPE! warning.

2. Assign a Detail bump map from the folder: textures/detail_bumpmaps. eg metal_ddn.dds:

metal_ddn.dds


3. Under Shader Generation Params tick Detail bump mapping

4. Under Shader Params play around with the following settings:

Detail bump scale: (how bumpy the surface will be)
Detail tiling U and V: (the scale the texture will be mapped. A setting of 100 will make the texture tile smaller than a setting of 1. I usually go for around 10, however if you've used the Sketchup default white material, you may need to use around .05


bump example 01

bump example 02


For further information on materials and textures, watch  CryEngine 3 : an introduction and application. Vol. 3 "Materials and Creating A Prop" and "Materials And Textures" found here.

ARE YOUR MATERIALS TOO BRIGHT?

When you export from Sketchup into Crysis, the resource compiler sets your material diffuse settings to 235,235,235 by default. However, the Crysis default is 186,186,186. To improve your materials, switch to the Crysis default...Or experiment with the diffuse settings to see what looks the best:

Incorrect diffuse settings

Crysis default diffuse settings

27.3.12

CONCEPTS:

SOME MORE:

HADID:

> Shatters modernism's rule bound definition of space, which is all about the careful arrangement of wall, ceiling, floor elements, all at right angles.
> Multiple perspective points. Not just 'front' and 'back.' (Modernism)
> Fragmented geometry.
> Attempts to "embody the chaotic fluidity of everyday life". (http://encyclopedia.jrank.org/articles/pages/5698/Hadid-Zaha-1950.html)
> Movement, captured, frozen in time: “creates the solid apparatus to cause us to perceive space as though it morphs and changes as we pass through.” (http://encyclopedia.jrank.org/articles/pages/5698/Hadid-Zaha-1950.html)
> Iterative: Hadid draws like "like a pianist constantly practising... It increases the repertoires immensely...It's unpredictable." (http://www.designboom.com/eng/interview/hadid.html)
> Carving away space, a sort of erosion: "Carving allows light to come in... (buildings) informed by landscapes, and the erosion of them" (http://www.designboom.com/eng/interview/hadid.html)
> Obsessed with (traditional Islamic architectural) concepts of shadow and ambiguity. 

NEUTRA:

> his buildings are objects broken up, analysed and reassembled

Evander's group:

Zaha Hadid:
1. Fluidity and Movement in freeform spaces
2. Creating infinite freedom through deconstructing conventional ideologies
3. Carving out spaces

Richard Neutra:
1. Contextual; Creating special interaction between landscape and architecture
2. Modernism; Decoration only through structural elements; no ornamentation
3. Geometric; spatial arrangement
4. Fordist; Use of technology and mass production to create industrialised spaces that for fill a domestic purpose
5. Elemental; Combining different elements to produce specific architecture
6. Additive; adding something to nothing

Dominic's group:

Richard Neutra
> Works follow a series of spacial rules and a set formula defining rooms and regions
> Form follows function
> Works are planar, there is no sense of abstraction or irregularity
> Work is additive, shapes form around a tangible space
> Work is non decorative, with clear and definitive reasoning behind features

Zaha Hadid
> Work is reductive, spaces are formed out of predefined geometry and shapes
> Form is blurred as walls, floor wall and roof merge into entities, undefined or morphed form
> Building form follows an emotional response to space & design features, her original designs are an abstract representation of how a space is experienced
> Form is fluid & organic
> Works are neo-modernist, adapt on the traditions of modernism and expand with technological advancements

Lan's group:

Zaha Hadid:
1. "The most important thing is dynamic, motion, the fluidity of things, a non-Euclidean geometry in which nothing repeats itself"
2. Deconstruct the ordinary elements(wall. floor etc) and comes up with new order of space. (streamline)
3.The functions and the elements of Zaha Hadid's buildings is connected and unity.
4. Porosity of the building skin
5. Curved and connected building components

Richard Neutra
> Neutra’s architecture aimed to create simplistic aesthetics through elimination of traditional decoration.
> The importance of the landscape; large windows and house plan committed to enhancing the experience.
> Pragmatic, international style, rationalist, Fordist; his context in a rapidly expanding industrial world influenced his architecture, the Fordist theories of mass production can be seen in the geometric construction of his works.





EXPERIMENT TWO: TWO ARCHITECTS

Richard Neutra (Dead) :: Zaha Hadid (Living)


Neutra:

Projects:

1. Adolf Sommerfield Residences, Berlin-Zehlendorf, 1923
2. Lovell Health House, LA, 1929
3. Neutra VDL Studio and Residences, LA, 1932
4 Kaufmann Desert House, LA, 1946

Drawings:

5. Rush City, Reformed, late 1920s
6. Plywood Model House. 1936
7. von Sternberg House, 1935

Fonts:

8. Neutraface

http://architecture.about.com/od/greatarchitects/p/richardneutra.htm
http://www.archdaily.com/104713/ad-classics-lovell-house-richard-neutra/

Hadid:

Projects:

1. Vitra Fire Station, Weil am, Rhein, Germany, 1994
2. Contemporary Arts Center, Cincinnati, Ohio, 2003
3. BMW Central Building, Leipzig, Germany, 2005
4. Ideal House - IMM, Cologne, 2007
5. The Nordkettenbahnen Funicular, Austria, 2007
6. Riverside Museum, Glasgo, 2011

Drawings:

7. The Great Utopia
8. Hafenstrasse Office and Residential Development, Hamburg, 1989

http://www.designboom.com/eng/interview/hadid.html
http://encyclopedia.jrank.org/articles/pages/5698/Hadid-Zaha-1950.html

7.3.12

SKETCHUP:

Key concepts / tools:


Outliner
Nesting
Components / Groups
Layers
Active control display - typing x to multiply or / to divide
Sandbox
Intersect with model
Follow me


If you want to do curvy geometry like this:




you will need register and log in to sketchucation.com


and download and install the following plugins for Sketchup to in this order:


1. 000_AdditionalPluginFolders.rb
2. LibFredo6 4.3c - 31 Jan 12.zip
3. Curviloft 1.2c - 15 Nov 11.zip 
4. BezierSpline 1.4f - 23 Jan 11.zip


For each zip file:


1) Download and Open the archive
2) Select All (Ctrl A)
3) Extract into the Sketchup Plugin Directory






4) Answer YES to overwrite all existing files if any.


Another good plugin is Soap Skin & Bubble:




It can be downloaded here.