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For my midterm I wanted to create a multiplayer, VR drawing tool. I found out one way to do this is by using Unity I haven’t been able to get to this point just yet. However, I have managed to get a multiplayer game to work using a local host.

The biggest challenge has been trying to understand how to integrate into Unity.

I might stick with the game and and continue to iterate on it.


Midterm Idea

In thinking about my midterm, I am also thinking about my final. One Idea I have is to create a multi-user VR drawing application using Unity. I have already begun to create a one-player drawing app.






One of my thoughts is to generate digital art using photos captured by cameras. One idea is to invert the colors and see what will be produced. Then I would overlap the images in a collage styles to see what art can be produced.

There is a limitation in using the computer’s camera. If I can do it with a phone’s camera, that would be more ideal. Another thought is to write code that would randomly overlap the images and determine their opacity.



Self Portrait Improved

This week I tried to improve my self portrait. I kept with the concept from before using found images and videos from the web. I also included a video of myself. I wanted to play with opacity as well. What I am currently trying to figure out is how to randomly change the opacity of the pictures.

Self Portrait 2


WEEK 1 &2

Self Portrait

This assignment was was particularly interesting to me because it challenged me to understand my limitations with coding. Additionally, it has pushed me to think outside of the box when creating a self portrait.

I did not accomplish what I wanted to but here are my thoughts: I wanted to collect my images that are currently on the web and see how those images can can be arranged to convey an image of me.

I also wanted to construct and deconstruct the idea of “self portrait” by adding and subtracting words to these two words. I wanted to give this a poetic-like feel.





Art Toy Design


These are the final products of Space Girl. The three large figures wear different basketball jerseys. From left to right: Steph Curry (Golden State Warriors), Kobe Bryant (Los Angeles Lakers) and Michael Jordan (Chicago Bulls). The smaller version is Space Baby, the younger version of the original Space Girl.


Here is the packaging for Space Baby.


To create the logo for Space Baby, I illustrated her and used the vinyl cutter to cut out stickers and placed them on the container.



I decided to use a Barbie for the development of Space Girl. Thinking about this project, a kit bashing approach might have been better. For Space Girl’s clothing, I decided to buy felt and I used a jersey template and cut the felt in the shape of a jersey.


After the paper prototype, I moved to cutting the felt.

I hand sewn the jersey.



I eventually chose to use use a smaller doll and create an iteration of Space Girl with this version. I first compared the helmet of the doll with a ping pong ball. It turned out to be too small. I then moved to a much larger foam ball which seemed to be a better fit. Next, using the same template of the jersey, I began creating a jersey for what I call Space Baby.

I used tape to outline the creased within the helmet then used a pen to mark these areasl



For this week, I refined the model. And I decided to print the piece in separate parts. This helped me to reduce the structural support and the printing time drastically.




Here are some of the prints I attempted. My first five weren’t successful at all. The prints kept uprooting from the bed. I had to recalibrate the bed of the printer. A challenge I faced was that the print was not plat in the floor plain. So, I had to print a support system which can be extremely annoying to remove.



Character Turnarounds

I created this character, Space Girl. She wears a an astronaut space helmet an a number eight jersey (referencing Lakers and Kobe Bryant when he wore number 8). She also has purple socks and black shoes.





Bodies in Motion


Final Assignment from Mood Board

In this environment, you see a character I developed, Space Girl performing a choreo to the song Impossible (covered by Fifth Harmony). Space Girl is located in different places within the scene and she is different sizes. The viewer travels throughout two major environments, a mountain valley and a futuristic subway station. And eventually the viewer exits the environment into another galaxy.

This project came about as I was interested in the idea of trains and subways as a motive for transportation and how trains can often take us, physically, through different spaces. I view these spaces in some ways as different worlds. So, I wanted to offer users a similar experience.


I created Space Girl and the train within medium and used a custom MoCap animation. The movement of the camera was due to a camera sequence.


  1. One major challenge I had was the textures I created within Medium did not apply to the models in Unreal.
  2. Editing the camera sequence to get the right flow was more difficult than I thought it would be.


Some improvements that I would like to include in thus project are:

  1. A longer choreo so that the performance does not seem repetitive.
  2. Get the actual texture on the models I made.
  3. Smooth the camera flow
  4. Improve on the environments



We also tried to do hand and  finger motion capture.



The interactions that I included within my scene were to cut on a light, play an audio and make another character appear in the environment.

Once the ball drops, the light will turn on. Also, Space Girl Can Activate the light also. After the ball rolls into a trigger box it plays an audio, “Impossible” by Fifth Harmony. Then it rolls into another trigger box which makes a larger Space Girl visible.




This lab was extremely fun. It also challenged our creativity, as actors and directors. We had to think through our movements.




Import Character into Environment 

I decided to model Space Girl in Medium.

Here is Space Girl in the environment I created.

Cleaning Data Lab





Create Environment Inspired by Mood Board 

Character Development

I created this character, Space Girl. She wears a an astronaut space helmet an a number eight jersey (referencing Lakers and Kobe Bryant when he wore number 8). She also has purple socks and black shoes.


Space Girl enjoys traveling through time and space while exploring parallel universes. She has found a way to hack her VR headset that allows the virtual world she creates to exist in the real world. Or she can travel through the real world through her headset. I’m not sure which will be the case.

Eventually she will accompanied by several other character who all find an interest in solving real world issues. They journey through time in search of solving the problems in their world.




Interest in Class

I am excited about this class. My interest in this class is  that I would have the capability to capture custom animations/motion. Currently I have been limited to using preexisting animation from Mixamo. I believe this will afford me the opportunity to make more compelling VR content in addition to AR content.  Looking back at experiences I previously developed, I was limited in this area.

Mood Board

Lately, I’ve been interested in subways/trains and the culture within subways. I have also been intrigued by the idea of space travel. As a result, my mood board is filled with content from outer space and subways and trains. Particularly, I am drawn to the natural path a railroads create. They either guide our eyes into the depths of a forest or into the darkness of a tunnel. For me, it is there that I begin to imagine other worlds.



Below are images from my mood board.


Here for full mood board.

Calibration and Rigid body Lab

For the lab a few of us worked as a group to calibrate the room.

Here, you can see the data points of the wand. We made sure all of the camera had at least  10,000 sample.

Here you can see Asha showing these cameras some love. They were feeling a little neglected by the wand.

We ten moved to calibrate the ground.

Here, we successfully calibrated the room.

We then moved to un real


Here are the steps we took for calibrating the room.


  1. Before Calibrating
    • Make sure to mask out any reflective material
    • Select “Mask visible”
  2. “Start Wanding”
    • Make sure every camera has at least 10,000 data points
  3. “Calculate then “Apply Results”
    • Before doing so, make sure to hide the wand
  4. Calibrate Ground Plane
    • “Set Ground Plane”
  5. “Assign Rigid Bodies
    • Create layout
      • highlight rigid body then right click
        • rigid body
          • create from selected markers -> then change name
  6. Record Take
  7. View
    1. Data Streaming
      1. local Interface
        2. Unreal should be
  8.  Bone Naming Convention
    1. Should be “Motive”


  1. Optitrack client origin
  2. Server Address
  3. Client
  4. Connection Type
    1. Multicast
  5. Bone Naming Convention
    1. Motive
  6. Optitrack Rigid Body Actor
  7. Add an object
    1. Ex. Sphere
    2. Under “Mobility” make “Moveable”
  8. Then Parent to actor
  9. Then reset the position of the object