Final Documentation Jonathan Welch

OK I finally got it working.

 

The Master Patch

Eyes++ Tracking the viewer sending data to the “Emotion Matrix” that sent the character’s response to the “Player Controller”, which triggered the Players. The background interlacing was done in the “Background”.

Master

 

This is the “Response Player”

There were 9 Responses (6 different animations, 2 actions that generated the same response, a still frame, and blank/away response). The players were very similar, but the “Leave” and “Greet” players had a broadcaster that toggled the character’s Here/Away state so noises when no one was around wouldn’t trigger the honk response.

Player

The responses were:

1. Leave (triggered if no one was there, or you pissed him off)

“Honk” walk off camera off and subtitles read “Whatever Mammal”

2. Greet (triggered when someone arrives, the “Blob Counter” was 1)

Walks Up to the camera

3. Too Close

Honks and the subtitles read “You are freaking me out human”

4. Too Loud

Honks and the subtitles read “Are humans always this loud?”

5. Too much motion

Honks and the subtitles read “You are freaking me out human”

6. Too many Humans

Honks and the subtitles read “You are freaking me out human”

7. Honk

Honks and the subtitles read “Hey”

8. Blessing

Honks and the subtitles read “May your down always be greasy and your pond go be dry”

9) And Pause or Away (still frame, or blank frame depending on weather it the state was “Here or Away”)

 

“Playback Controller”

The response is generated in the Emotion Matrix, and this keeps the responses from triggering at the same time

Playbalc Controller

 

The “Emotion Matrix”

Too much fast motion, getting too close, being too loud, or too many people around would generate a response, and add negative points to the goose’s attatude. If the score got too high, he would leave. If you did not have any negative points and you said something at normal talking tone volume, the goose would give you a blessing. If you had been loud or done something to irritate him, he would just say “Hey”. The irritants would go down over time, but if you got too many in too short a time the goose would walk away.

Response Generator

The “Goodness Elevator”

This took input from the negative response counter and routed the “Honk” response to a  blessing if the count was 0 on all negative emotions.

Goodness Evaluator

 

 

What went wrong…

The background interlacing reduced the refresh rate to under 1 FPS at times. At such a slow rate several of the triggers that start the next response arrive at the same time. There were redundancies to keep them from all happening at once, and to keep a response from starting when one had been triggered but at 1 FPS they were all happening at once.

I had a broadcaster that was sending the player position that was used to ensure the players did not respond at the same time, and to trigger the next response when the last one was over. A “comparator” and a “router” kept the signals from starting while a player was playing, but if too many signals came at once, and the refresh rate was too low, there was no way to keep one response from starting while the other was playing.

 

I finally fixed it by eliminating the live feed, and the moving background. I tried just replacing the4 live feed with a photo, but interlacing it, and moving the background image was more than the computer could handle.

 



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