I created some low-poly game assets in Maya to import into Unity to prototype the game and experiment with game mechanics. These represent the element of Water, plus a 3D version of the Sacral Chakra symbol.
After the initial game build, I felt they needed more color, so I used the Hypershader in Maya to give them some color for the final prototype. I also created some background texturing for the floor of the game.
I used the Roll a Ball tutorial for Unity as a template to create the game prototype. I was really glad this tutorial allowed me to copy/paste the code provided as I followed along in Unity, because I have very little programming experience.
My project will be an interactive 3D model of a fantasy landscape to simulate the 2nd or “Sacral” Chakra known in Sanskrit as “Svadhisthana,” meaning “your own place.” (In traditions of Yoga practice there are seven Chakras that align along the spine.) The 2nd chakra is located along the lumbar vertebrae, slightly below the navel. It is associated with sensuality, creativity, passionate emotions, flow and flexibility. Associations with this chakra include:
A circle with six petals
A moon crescent
The color orange
Element of water
To make the scene interactive, I plan to create a series of objects that the player places in specific locations around a fountain. If they select the right objects, a spiral of colorful “energy” emerges from the fountain. I would also like to recreate the Koi fish I created in a previous class. I feel that using Zbrush will help me create a more realistic and beautiful model. If there is time, I would also like to create music soundtrack.
Audition has a nice feature where you can add Markers to your timeline so you know when certain transitions or sound effects should occur.
I placed the previously rendered “glowing figure” scene into Premiere, and added sound effects. I also added the soundtrack from Audition.
I was able to get Maya’s Mental Ray render engine working after installing a service pack upgrade. This caused me to tweak the lighting a bit. I began to batch render a test sample. My laptop was able to batch render 120 frames in an hour 1/2. By my calculations, rendering the entire 1440 frames should take only 32 hours!
Still needs a few tweaks on audio, but making progress.
The next part might be the trickiest thing I’ve attempted yet in Maya. What was I thinking? LOL
Getting all the mandalas to float in and spiral up the helix in their “dance.”
This isn’t too bad, except now that I have the mandala attached to the helix, I want to edit the timing. It should start around frame 90, not 150. I cannot figure out how to change the start/stop time of the motion path.
I decided rather than one big spiral, I would do one for each of the seven lily pads. Here is the final animatic for this scene.
After some discussion about how to match scene 2 (where the medicine flows into the vein) to scene 3 (now we’re underwater) I decided to ditch scene 2 and use the underwater vein scene as the transition.
The end of this scene would flow into the beginning of Scene 3, the transition to underwater.
For scene 3, I wanted to show the transition between focusing on the veins, and moving into the underwater scene. I copy/pasted the vein and discs from scene 2, and placed them in my underwater scene with the fish and lily pads.
Next, I needed to animate the discs sliding through the vein. I attached the discs to a motion path. I tried attaching multiple discs to one path, but they all bunched up into one shape, or I received errors from Maya, so I duplicated the path and made a few tweaks to each one so it varied slightly.
In the end, I wound up using multiple motion paths and the Hypergraph Editor to tweak how each one animated, so I could get some variation in speed over distance.