Audio For Final Animation

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Adam Smith-Kipnis

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Sep 22, 2011, 2:08:58 AM9/22/11
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Hey Guys,
     So in diving into the sound for the final animation, I'm noticing that the animation doesn't really have a defined rhythm to it.  This essentially means that without a set visual tempo, I could make sounds sync, but they would feel staggered, or I could make sounds augment the essence of the experience but there would be limited synchronization.
     For now, I'm going to go for the augmented approach with limited synchronization, although if we wanted to, I could do a secondary pass where I create a somewhat rhythmic sequence, and the animation is authored to match the timing of the sounds.  Thoughts and suggestions are appreciated.

Final animation reference...
http://www.youtube.com/watch?v=7GC13nB_P7A

Adam

Barry Brumitt

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Sep 22, 2011, 12:45:42 PM9/22/11
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Since I'm kibbutzing...

Should we have different animations depending on the complexity of the solve? We don't want a 2 minute sequence for a 1 move solve.

B>


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Michael Tyka

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Sep 22, 2011, 12:49:55 PM9/22/11
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Yes for sure. We've already been talking about this.

The easiest incarnation would be to just cut it short depending on the
last difficulty mode set. Or the time taken to solve.

Which measure to use is actually an interesting question.

If you set it to easy, fuck it up yourself and then solve it from
scratch: long or short reward ?

If you set it to hard but solve it really fast: long or short reward ?

Maybe the function is: Reward = Start difficulty / TIme taken.

Mike

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Adam Smith-Kipnis

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Sep 22, 2011, 1:25:35 PM9/22/11
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Whatever you decide on, it will be very helpful to have the final animations sooner than later as it will impact how I create final content for them.  Who will be working on the animations and what is their ETA for the three versions?
 
-A


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