NOC – Week 6: Playing with sin, Sherry

This week I worked on the in-class example sine wave code. Instead of showing in a horizontal line, I tried to draw closed shape using sine. I modified the drawWave function a little bit. Because what I draw is more like a circle rather than a line, I remove yOffset parameter and add a parameter for angle. In order to connect the dots I don’t draw ellipses and instead use vertex and beginShape() and endShape();

5 Sounds Animation

I visualized my 5 sounds with Adobe Animate. Although it’s the first time I have used this software, I didn’t spend too much time getting familiar with it. Personally I prefer it to Photoshop, but one thing I found kind of annoying is that audio imported into the project loses quality. The quality becomes worse after the video is exported.

5 Sounds and descriptions

#1: The sound of subway door closing alarm and the auto door closing sound.
This is one of the sounds that I am very familiar with. The alarm is loud enough to warn people about door closing without being too piercing. There’s people talking noise as background. As the door closes the volume of the alarm diminishes while the talking noise doesn’t become quiet. This observation indicates the position I was when I recorded this audio — outside the train, on the platform.

#2: The sound of me biting shrimp crackers.
It sounds very crispy at the beginning. Later it turns into a dull biting sound. Also you can hear a very weak voice of mixing saliva with crackers near the end.

#3: The sound of a coin dropping.
A very clear sound of metal hitting the ground goes first. Then there is a series of lower metal sound generated from vibration and rotation. The sound gets faster but quieter.

#4: The sound of water dispenser and my cup.
This sound consists of three parts. First one is water pouring into the cup. One thing interesting is that the sound becomes lower as water pouring. You can tell how much water is in the cup as the pitch changes. After I release the button, I guess inside the dispenser water is replenished. So there is a machine sound afterwards implying the replenishment is done. The last part is a water drop sound.

#5: The sound of closing and locking balcony door. Before closing the door there’s background noise of air outside. Then two sliding glass doors hit against each other, indicating it is closed. The background noise fades out. It ends with a locking sound, produced by the plastic bolt rubbing against the metal shell.


NOC – Inspiration, Sherry

I want to create an environment where one particle merge into the particle it meets instead of bouncing back. As they merge, particles in the canvas become fewer but bigger. But in this case there will be only one particle left if no new particles are created. So I add another rule that is if one particle doesn’t meet any other particle in a certain period of time, it will split into two particles. To make it clear, below are basic rules of this environment:

1. A certain amount of particles are created with random mass and random speed

2. When a particle hits the edges of the canvas, it bounces back; when it hits another particle, they merge.
m(new particle) = m(p1) + m(p2)
According to the conservation of momentum equation, vel(new particle) = [m(p1)*vel(p1) + m(p2)*vel(p2)] / m(new particle)

3. If a particle doesn’t meet any other particle in a certain period of time, it will split into two particles.
m(new particles) = m(p) / 2
vel = vel(p) + a perpendicular vector from the direction of the particle movement with a random magnitude

The following video (0:06 – 0:21) shows what particles merging and splitting will probably look like:

Week 4: Walk cycle animation

I made a walk cycle of a calabash puppet. In the background the sun rises and sets as the puppet walks across the screen.

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I cut out 6 legs in total. At first it was difficult to imagine how legs should be placed frame by frame. Later after I had done a couple of cycles, things became easier and faster.

One lesson I learnt from this assignment is that animators had better finish animation at one time instead of breaking the whole process into several parts. Today when I went to the station I used last time and wanted to continue animating, I found that the camera height and settings and the lighting had all been changed by previous users. It took me quite a bit of time to match all the settings to my original ones.

NOC – Week4 – Planets and wormhole, Sherry

Based on what I learnt in lab, I implemented multiple planets and a wormhole in my assignments.


Particles going through the lower and bigger hole will be attracted to the center and then be “teleported” to the outlet hole (upper, smaller one).

I adopted Moon’s idea of the blackhole and used vector rotation to create the spiral effect of particles.


The angle argument of rotate function is really tricky. At first I wanted particles to be absorbed in slowly and rotate as many rounds as possible, so I put in angles in the range of 80~90. However, in this case some particles will get rid of the attraction of “centripetal force” and go out of the wormhole. After several tests I found out that 70 is a good number for this argument. Particles can be absorbed in at a decent speed. (I also tried to increase the value of wormhole.cAttraction to increase the attraction force, but it didn’t work as well, and if the value is too large, particles will collide with the wormhole instead of entering it.)



Response to “Some sound observations”

This is an weird but interesting article to read. As I read I thought that the author must have been deeply fascinated by sound and she has a special way of penetrating and describing it. She feels the sound rather than barely hear it. Through her description I feel like I can feel these different kinds of sounds and appreciate them as well. When she says that “a very low frequency is shaking my belly” and “it is an automobile becoming more apparent as it passes”, she is using words to describe the sound, and then connects the sound to the scene. Seeing her words and imagining the sound at the same time, I am able to portray the environment she was in then very vividly. I think this is her magic. The similar magic should be applied to our animations, too. By providing audience with proper sound effects/background music, they can get better experience and comprehension of the story.


NIME – Week3: A chick learns to fly

Toy hack:

I bought a toy phone that could generate different kinds of sound by pressing different buttons. FullSizeRender

When hacking it I found that inside it is a printed circuit board that takes charge of everything. Buttons are actually pieces of conductive materials that control connection/disconnection of the circuit.


Another interesting moment is when I unscrewed screws on the rear cover and opened it, some screws were attracted to the speaker because the speaker contains magnet!


Unfortunately I broke my toy circuit during the attempt to combine it with my speaker circuit on breadboard and I didn’t really know why. I was not very familiar with printed circuit board so I couldn’t figure out which exact part was broken.

555 timer circuit:

I had to build a 555 timer circuit to generate the sound by the oscillator after my toy was broken.

I followed this schematic and realized that R1 is a potentiometer that can change the frequency of the sound wave generated, and R3 can be a potentiometer for volume control.

To make it more expressive, I replaced the frequency potentiometer with an FSR. The harder I press against it, the higher the frequency is.

The wires going out of the battery are very thin and unstable, so I taped them on breadboard using electrical tape. Also I put all the stuff in the box trying to make it look neat, only putting the speaker and FSR out of the box (and the shaft of volume control potentiometer is exposed as well).


The sound the oscillator generates really sounds like twitter of birds, so I made up my story for my performance — a chick learns to fly.