Friday, February 17, 2017

"Hand" - part one


     When the visitor begins the story of Hand they appear on a Subway platform in the dark.  Behind you stands a water damaged angel statue, and before you sits a cold and damp platform long abandoned.
  A Subway car sits over flooded tracks in a state of decay.  On a bench sits Flutter, or as some call her Flit.  The other kids call her this because she moves through the city quickly from place to place like an agile swallow in the sky or at other times she seemingly has no direction at all much like the erratic broken flying of a moth. 
     Flutter sits on the bench holding a suitcase tightly to her chest.  Inside is something precious to her which she has looked to find for a long time.  She has been traveling along the subway lines and tunnels to different stops searching for something which she has now finally found.  We discover her resting on a bench listening to the ambient dripping of water in the unnatural quiet of a place that, in another time, was bustling with people who also flitted and fluttered about the city.  Flutter and the other children live in this world almost as anthropologists trying to piece together what it used to be like.  They bicker and debate with each other what the old world used to be.  They have never seen a moving Subway car nor are they aware that the escalator in the background moved on its own rather than being a static set of stairs.   There are hints
all over the city of what it used to be like, and they have all developed a nostalgia for this imagined world.  A nostalgia that should be so foreign to children.  There is one thing they all desire more than anything else, and Flutter has found and carries it back to them in her battered suitcase.

The visitor walks up the steps of the escalator and comes out to the bright world above.  A juxtaposition similar to the unearthly quiet of a once bustling subway.



Friday, February 10, 2017

"Hand" - walk through


  Over the next several posts I will be doing a walk through for my new artwork "Hand".  If you have not seen it yet then don't read these as they will contain the entire story and explanations of my thought process and design elements.   This first post will just be the arrival room where you set up the windlight and so on.  I am also going to explain a few useful building tricks.

Hand - http://maps.secondlife.com/secondlife/Immersiva/15/99/31

      So as with all my work over the past several years you will need to adjust some settings to see it
as it was designed.  First things first though.  In the picture to the right I have turned on transparencies so you can see invisible things.  You do that by holding down ctrl and alt at once then clicking T while still holding down the ctrl and alt.  Anything invisible in a scene can now be detected as a red semi transparent object.  The red in this picture shows two layers of walls.  In each wall is a Hud (a display that appears on your screen like a window)  and you will be asked to join an experience.  If you have already joined the Bryn Oh experience from previous builds you wont be asked to do so again.  This just applies to new people to my work.  When you walk through the wall the Hud will be added to you automatically if you have accepted the experience.  The experience essentially removes the step of people having to go to a kiosk and buying a hud when they then attach to their avatar.  This experience bypasses that and directly attaches a Hud to you. 
There are two walls because if the sim is busy and people are quickly walking through the first wall it can sometimes miss people, so the second wall is a backup to catch those it may have missed.  Now you walk up to some directions on the wall.  Directions are a necessary evil in my work.  I hate directions and I imagine so does everyone else.  That will be the nice thing with Sansar as things just appear as you plan them with no messing around.  Anyway, these directions are quite simple compared to how things used to be several years ago.  When people came to my work then they would have to set up the windlight manually with pages of numbers to insert... if you are on Firestorm viewer the windlight will just appear for you.  The windlight is important as the shadows themselves are part of the composition of the artwork.  The contrasting line between a dark shadow and the light will often help direct the visitor to important narrative elements.  As an artist I would naturally like the visitor to see the work as I designed it, however I realize that people like to change the windlight and take pictures for flickr, so these are directions for a windlight whose
shadows enhance the overall composition of the work.   Same goes for ambient sound.  If you are listening to music then you will miss the ambient sound which heightens the immersion.  

     The picture to the right shows two boxes that sit inside a wall.  It is a confusing picture because it is a bit tricky to show that.  So what I have done is angled the camera so that it breaks through a solid wall to show the two boxes with text on them.  People can not see these boxes normally.  Why put boxes with text on them behind walls you ask?  A good trick to help with rezzing textures or text is to introduce those textures before people come to them.  So when you arrive and are setting up the directions for the windlight your viewer is seeing these text boxes even though you are unaware of them.  The text on the box is the text that appear in the hud at different times in the story.  So you are taking these textures into your computers "cache" and then at a later time when the text appears they will appear instantly with no blurring to rez.  The next trick is to use the same concept for sound.  What I do is put the ambient sounds I will use within the build playing in the arrival room with the sound set to 0.  So you wont hear them playing but your computer will.  So for example in the Singularity of Kumiko where there was lots of voice narrative, all of it was silently playing in the arrival room so that when you got to a long portion of dialogue it played smoothly the first time.  If I had not done this then the first time you would hear the voice talking it would be broken and jerky with large portions silent.  This happens the first time as your computer puts it into cache.. and then if you listened a second time it would sound much better... but who listens a second time?  Best to avoid making people do that.  This trick also works if you were to say make an animated sculpty.  I once made a plastic bag caught in a tree that was blowing vigorously in a wind.  You do that by making one sculpty with a bag shape, then make a second sculpty with different bag shape and so on until you have maybe eight shapes to cycle between.  There is a script that will cycle between sculpty textures and thus create the impression of movement.  Putting the sculpty textures out for people to rez will prevent the bag from getting all warped the first time they see it.  Sadly this only works with sculpties and not mesh as far as I know.  Ah yes I forgot to mention, I also use windlights for different altitudes.  So for example on one floor of the apartment building the windows are boarded up... so when you climb into these rooms the windlight changes from the sunlight one to a very dark one to give the impression of a gloomy dark floor.  I do the same with the subway where you arrive.  It is very dark down there but when you walk up the escalator to the city the windlight changes by altitude so that it turns to the sun.  This gives the feeling of coming out of a dark place to a lit one.  This again only works with Firestorm and provided you don't change the windlight from the original.  Once you change the windight it seems to stop this feature from working.   Anyway I think I am done for the first part.  For the next posts I will just talk about the story itself.

Friday, December 30, 2016

Farewell 2016 you horrible horrible year!


This spoof trailer kind of sums it up but 2016 was not such a great year.  And a few more people were lost since it was made like Carrie Fisher and Richard Adams just a few days ago who, perhaps, is not as well known but was a very influential writer for me.  He wrote Watership Down a childhood favorite book of mine.  He gave me a love for rabbits.   As you can see in the image from Singularity of Kumiko below I put in his book as one the things strewn about at the accident scene.  If you have not read it then I would suggest picking it up.  Also here in Canada we lost Leonard Cohen whose music, lyrics and poetry I admired greatly.  And then at the start of the year my Father died of ALS which Trumps them all (no pun intended) 
      But then I prefer a glass half full.   There have been some great things happening in 2016. While it was too late for my father thanks to the ice bucket challenge the gene responsible for ALS has been found, meaning we are closer to an effective treatment.  Hmm well there was a significant increase in tiger numbers for the first time in a century.  Scientists figured out how to link robotic limbs with the part of the brain that deals with intent to move so people don’t have to think about how they will move the limb, it can just happen.

Child mortality is down across the planet, the ozone layer is repairing itself, A 4-year old befriends a lonely man and helpedhim heal after losing his wife
new Star Wars movies are being made that don't suck, two Olympic runners collided and fell as one struggled to rise from the track the other stopped to encourage her opponent knowingly forfeiting her chance for a medal with the delay.  And tons of other things no doubt.  Happy new year everyone.

Friday, December 9, 2016

"Hand" opens December 10th.



Sleeper
  
     I would like to thank everyone who voted for me at the AVI awards.  I won both the Favorite Machinima Artist and Favorite Artist categories.  

     Hand will open tomorrow December 10th. Phemie's mixer exploded so she can't play for the opening but will instead play live at 2pm  SLT on the 18th of December (Sunday).  Again I would like to thank Phemie for composing a song for the machinima trailer based on conversations we had about the story for Hand.  I think she did a fantastic job absorbing the mood and it was a pleasure to create the trailer around her song.  The musician named Haze was also very helpful by layering in ambient sound to Phemies track.  Great job you two.  I also would like to thank Bellimora, a wonderfully talented scripter, who made the hud for the work and essentially helped with any scripting that was beyond me.  Scripting and me don't get along
Flutter and Hand
very well.  If scripting were a person and both of us were at the breakfast table at the same, then you would just hear the clink of cutlery.  If we passed in a hallway, then we would pretend to have a message on our phone we had to look at immediately.  If we both went to the theater to watch the new Star Wars movie, well we probably wouldn't sit together.

If you are able to then please put in the windlight settings, shadows and use Firestorm viewer.  The directions are at the landing point.   The hud will attach to you automatically and the pages for the story will appear this time when you walk close to a scene with Flutter (the main character) in it.  Not all scenes with Flutter have a page but many do.  The hud also has a text to local chat button if english is not your first language.  Just click this to send the chat to local and then copy/paste it into an online translator.  There are seven pages to the story and I hope you will enjoy it.

Friday, December 2, 2016

New artwork "Hand" opens December 10th


     After three months or so of writing and building, my new artwork "Hand" is ready to open.  It will open December 10th (which is a terrible time to open something other than Christmas related work as Linden Lab will be promoting all those very soon).  There will be a special concert by Phemie Alcott at 12 noon SLT.  Phemie, along with some additional sounds by Haze, wrote a wonderful song specifically for the artwork which you can hear in the machinima trailer above which I created for it.  She is one of the phenominal talents who reside in our virtual world, and I was fortunate to have her take the time to create something for me.  When you arrive there will again be an experience to accept (If you accepted one of mine before you won't need to) and on the wall some settings to put on the shadows with projectors.  Firestorm is the best viewer to use as I have used a feature which lets me change the windlight sky by altitude.  So some floors of the building have different windlights and they will trigger if you use Firestorm.  There will be a narrative in a hud and this time the pages will appear when you walk within the proximity of the main character named Flutter.  You will meet her in a subway sitting on a bench to start.  There are lots of little hidden things as usual and I am going to limit the amount of avatars to try to keep lag down.
     Sadly I am not sure how long this work will stay up this time.  As my work takes longer and longer to create as it gets more complex it means that people don't come to the region as much as I am building it.  An unfortunate side effect of that is I don't receive tips towards paying tier during the build process which was three months and translates to $900 USD.  For the first time in 8 years I don't have tier rent for next month.  So if you can afford to tip then please do so that Immersiva can stay open.

Sunday, November 27, 2016

Machinima - Scissors


     A girl drops her scissors onto the grass when startled during a lightning storm. The scissors land in the soil, one blade piercing it, creating an almost religious symbol or icon which draws forth an Emperor Moth to perch upon it. From there other insects are slowly drawn to the mysterious artifact and begin to worship the symbol and its moth. Soon they begin to fight amongst themselves. The girl looks down upon the tiny world at her feet and is dismayed to see what her scissors have caused. A seemingly innocent tool taken and then distorted into something quite different. After seeing how they have changed, she ponders for a while, then eradicates them. A girl transformed into a Goddess for a little world of insects.

Friday, November 25, 2016

Machinima - Anna's Many Murders


Anna was a quiet girl
who through eyelashes
watched the world

And though she appeared
to be quite meek
inside she harboured
a darker streak 


That is the opening words to Anna's Many Murders which exhibited on Originalia sim. 

Anna visits the Therapist
This was the story of Anna, but she also made an appearance in the story called Imogen and the pigeons.  In a hidden scene the
Therapist/The rapist is seen with a note stating he was getting a new patient named Anna who he had added to the list of names on his monarch board behind him in this photo.  (The patients were given monarchs to take care of).  The note states that Anna might be "Anti social".   Anna doesn't really like authority figures as the therapist discovered.

The therapists calm
was visibly curtailed
when it dawned upon him
that he'd soon be impaled.