Monday, October 29, 2012

Stop-Motion Character Animation





For this animation, I first build the race track and got the spider and my robo-raptor. I had to use a good amount of tape to keep the cars in place that sometimes can be seen but there wasn't much I could do to stop that. The animation does go a bit fast, but the actions can still be seen. I also tried to change the camera angles to make it more interesting  but some cuts may seem a bit choppy to to the speed issue. To make the pin fall, I used more tape there and another car to hold it at the angles I needed.

Tuesday, October 9, 2012

The Laws of Physics in an Animation Universe




For Science: Testing the Physics of Aperture Science

            Aperture Science was a place that once used the best and brightest, and then the not so not best or brightest, and finally, running out of options, their own employees, to test innovative products that could manipulate the world. Now run down and ran by a highly intelligent, cynical, and homicidal artificial intelligence named GLaDOS, this is where the world of Portal takes place and where the player, as Chell, must fight to survive and escape. Specifically for this study the world of Portal 2. A series of tests showed that although many of the laws of physics of the real world were present at Aperture Science, this universe was highly changeable through the use of items such as the A.S.H.P.D. (Aperture Science Handheld Portal Device), specialized boots, and area changing gels. Because of this, the restraining walls on the limits of the physics around parabolic arcs, constant suspension speed and height, as well as free falling and terminal velocity, were made more of rubber than stone.
            Parabolic arcs are everywhere while testing the A.S.H.P.D. Neither Chell, nor items simply fly straight out when propelled using a chain of portals. They do not fall straight down when running off a ramp with the help of Propulsion Gel (an orange gel that allows the player to run at high speeds on the area it is covering). Anything bouncing around, with or without the help of Repulsion Gel (a blue gel that allows the player or an object to jump to extreme heights or distances off any surface the gel is on), does not just move about wildly without any order. A possible exception is Chell’s inanimate companion, the Companion Cube, or a shut down turret to Propulsion gel because of the inability to throw objects in the game. A true exception to this rule is that no matter what the gel, one gel can always cover over another, even when propelled. This meaning that Propulsion gel will not bounce off of Repulsion gel. This is needed for smooth and effective game play and without this break in the rules a player would not be able to finish most of the tests, and therefore the game.
 Test 1976 – 05 shows these arcs in action. In this test, Chell is set in an area that is divided into several different platformed areas. She is given both Propulsion gel and Repulsion gel to work alongside the A.S.H.P.D. (See video one)

Video One: Test 1976 – 05
            As seen in the video, the test is full of parabolic arcs from the Propulsion gel being slung through portals onto the course, to Chell running off a Propulsion gel covered ramp and using Repulsion gel to bounce her way to the elevator at the end of the test. One might also notice though how the gel allows the arc to be manipulated. If going by normal physics, no person, even with the use of portals to gain extra distance, could run and jump as Chell does there and make it to the end. Without the speed the Propulsion gel provides, the arc would be cut much shorter ending in the test subjects death. Also, without the use of the Repulsion gel, even with the extra speed, because of the natural pattern of objects losing power with every bounce making the next ones shorter and shorter, it would be impossible to reach the final ledge to the elevator.
            A last thing that can be seen in this test is that Chell in many cases when coming out a jump does not have much of the settle that would happen with normal physics. In many cases she either more of less runs to a finish or stops with little to no bounce on the landing. This is due to her Long Fall Boots that were specially developed to protect the A.S.H.P.D., not the tester. Their specific design provides Chell a solid base that cushions her fall no matter the height slowing down her stopping speed when she lands.. They will be discussed more in the last section.
            Not only does the world of Aperture Science follow parabolic arcs, but also follows rules when it comes to constant speed and height throughout the game. Through testing GLaDOS would be proud of, a hypothesis was formed around this idea. Objects will continue to move at a constant speed and/or reach a constant apex height when walking through or being dropped into a portal when they are side by side; either when walking through a chain of portals with no prier propulsion of any kind, or side by side on the ground for when dropped or walked in. Walking through portals as Chell it is easy to see firsthand how there is no change in speed. But to show it for being dropped in, drops of gel were isolated and suspended between two portals. The gel droplets, after a few falls and rises would eventually even out to move at a constant speed. They would also slow into an apex height before falling back through only to repeat the process on the other side at about the same height, if not the same exact height. (With no true measurements other that visual observation, the two heights cannot be completely confirmed as exactly equal.) However, this height and speed can be changed. When one of the portal’s positions is changed while the drops are in the air, the apex height will lower with each change due to the drops seeming to lose energy. With each lowering, the speed changes slightly due to the drops not traveling as high. At a certain point however, the drops no longer lose anymore height or gain anymore speed and balance out, breaking the rule slightly. But just as the last rule break with the gel, this is needed for game play to be smooth and able to continue. It appears that the same principle applies for both Chell and any object such as the Companion Cube also follows the same rules, but due to size, and camera angle when it comes to Chell, the effect is hard to duplicate. However, with a little work, it is possible. The following video shows many of the ideas stated above using the co-op bots from the game Atlas, with the blue eye, and P-Body, with the orange eye,  and also introduces the next hypothesis: free falling and terminal velocity. (See video two) 
 Video Two: TV Spot with Atlas and P-Body
            Lastly, the final hypothesis involves free falling and terminal velocity both involving and not involving portals. In both situations, terminal velocity can be achieved. Free falling through portals is seen in the last video when Atlas drops himself into two portals that are positioned one above the other. He reaches a terminal velocity right about when it cuts to P-Body showing one of the laws from the last section. It only takes him about a second in this video. In game, it does take a little bit longer, around three to four seconds, but it still much faster than it would in real life. However, this appears to only happen when free falling through portals. When free falling without portals however, terminal velocity is much more gradually reached, as seen at the end of the video above. The best example from the game of reaching terminal velocity is at the start of chapter six, The Fall. Chell and GLaDOS, now inside of a potato, are falling down a seemingly endless hole at a constant rate meaning they have possibly fallen far enough reach a terminal velocity. However, this example does not completely show how long it took and if it is right on in physics since it started right after a cut scene. Also, although the background does not seem to be changing any faster, near the end of the scene, Chell gets closer to GLaDOS as though she may have still been still gaining some speed but it is very little.  (See video three)

 Video Three: The Fall
            Now even though a terminal velocity can be reached, under normal laws of physics, because of the speed the average human is at when reaching this, a human would not be able survive. Aperture Science however breaks the laws of physics once again by their invention, the Long Fall Boots. These boots provide Chell a way to extend the time of impact when she lands similar to an egg being thrown at a sheet. They are so effective that Chell can fall from any height and still land without harm on her feet. Therefore all consequences of free falling or reaching terminal velocity are counteracted by these boots; except, of course, if you land in the deadly liquid filled pits or right off the scaffolding into the endless pit below. (See video four)
 Video Four: The Long Fall Boots
            The world of Portal 2 and Aperture Science has a large base in the physics of the real world when it comes to game play. Objects still move in arcs and under normal circumstances lose energy as they continue to move. Objects stay at a constant speed when they are already walking or being carried through a portal or reach a constant speed and height when dropped into portals. And lastly, when objects free fall they will reach a terminal velocity both in and out of portals. But due to the innovations that were made at Aperture Science, these laws are able to be bent and manipulated. The Propulsion Gel and Repulsion Gel allow Chell to create more distance and height that life physic could ever allow. The Long Fall Boots make it so that Chell can fall from any height and come out unharmed even at terminal velocity. But in the world of Portal 2 and Aperture Science, real physics and the manipulations work together seamlessly. The rules that are bent, broken, or manipulated allow for a seamless and enjoyable game play. The rules that hold strong give a realistic experience to the world. In the end, if nothing else, it leaves the player wishing that these items were all real so that he or she can experience what Chell does in the game. Well…without the threat of dying due to the hands of any sort of artificial intelligence, toxic lakes, turrets, or neurotoxin.

Monday, October 1, 2012

Outline Of First Term Paper

Physics in Portal

·         Introduction
o   Explain the world of Portal.
o   The world follows many standard laws of physics, but they can be manipulated and counteracted
o   Overview of hypothesis. 

·         Parabolic Arcs – (Test 1976- 05 for Chell, Test 1958 – 28 for bouncing companion cube)
o   Arcs used when propelled due to portal chains, speed gel, or propulsion gel.
§  Includes both test subject Chell and objects
·         Companion cube may not be affected by speed gel, but no way to truly test. Cannot throw cube.
§  Gel however just covers over another gel
o   Bounces due to propulsion gel follow the pattern but without at much of a settle
§  Boots help counteract this.
o   Explain what propulsion gel and speed gel are.
§  Can be used to continue or expand what the parabolic arc would normally be.

·         Constant Suspension Speed and Height – (Gel drops suspended with two portals)
o   Objects will continue to move at a constant speed and reach a constant apex height when dropped into a portal with another placed next to it when both are on the ground
o   Height and speed depend on height the object is dropped from.
§  Height can be lowered by moving the portals mid-movement
o   Same will work for Chell and companion cube but do to size, it is harder to replicate and study.

·         Freefalling and Terminal Velocity (The Fall, Independent test in testing area)
o   Terminal velocity can be achieved through both actual free falling and free falling through portals.
o   Speed is reached faster than normal when using portals that are close together
§  Overall speed of getting to terminal velocity is determined on how far apart the portals are.
o   Freefall consequences are counteracted due to “Long Fall Boots”

·         Conclusion
o   Physics follow many standards
o   Can be manipulated however using tools, (gels, gun, boots)
o   Rules that can be manipulated are needed for smooth game play as well as the ones that stay standard
§  They work together