This is the project I'm really proud of. It was a real test for me as for an animator, who can't imagine the life without keyframes. Everything is animated just with the code.
Here's work in progress video
How it works:
- Boat moves, towards the main fish (triangle)
- Wind direction is represented as circles, deforming in relation to wind speed and direction
- Brighter and darker areas - is the terrain, which is reflected in the lower left section. It shows when the boat is over the dark area - the terrain chart shows that it's deeper here. All changes dynamically to the random movement of the boat.
- The boat navigation arrow, depends on boat movement and wind speed, and direction (it shows where the boat should hold the course, according to the wind force and direction)
- Active rod selection is affected by the wind direction and speed, (circles are deformed)
- Fuel and oil is consumed in relation to the boat movement activity
- Diagnostics - Boat Heading is affected by the speed and force of the wind, so bars on top is showing wind force from the left side of the boat, and bottom bars show wind from the right side of the boat. Green bars showing intensity
- Detected fish depths - showing closest fish to the boat, its size, and on which depth. Changes to the boat movement.
- noise cancellation affected by wind speed and boat RPMs
- Sound noise is generated for the wind dynamically, boat engine noise (Tone plugin), and rod selection (Tone plugin), all is just with AE.
- All measurements can be switched real-time from American to Universal metrics
- ... I don't remember already everything, but it was fun.
I've been constantly losing the track of what is needed to do, because I didn't knew how the boat navigation works, and how to fish with the spinning and how to CODE obviously!
It was insane, but after starting to write everything I want to do, magic happened and slowly the solution was discovered.
It's a final task from the course Expression Session
All other coding projects I did for this course can be seen here