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    鹑首-ChunShou

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      DreamMachine

      still working...

      · UnrealEngine

      Dream Machine — Phase Update

      造梦机 —— 阶段更新

      Concept / 概念


      This project is inspired by the memory designer in Blade Runner 2049. I am building a finite projection room where different memories can be generated, controlled, and replaced.
      这个项目受到《银翼杀手 2049》中“造梦师”的启发。我正在搭建一个有限的投影空间,不同的记忆可以在其中被生成、控制和替换。

      Memory System / 记忆系统
      At this stage, I completed the basic architecture of the Dream Machine. Different scenes can now be streamed into the same projection room, with lighting, fog, transitions, camera, and HUD controlled by one system.
      这一阶段,我完成了造梦机的基础架构。不同场景现在可以被加载到同一个投影房间中,灯光、雾、转场、相机和 HUD 都由统一系统控制。

      Projection Space / 投影空间
      The projection room always stays in place. When no memory is active, it appears as a white empty room. When a memory begins, the room becomes dark and only the projected scene is visible.
      投影房间本身始终存在。没有记忆时,它是一个白色空房间;记忆开始后,房间进入黑暗,只留下被投影出来的场景。

      Live Control / 实时控制
      I connected Unreal Engine with TouchDesigner through OSC. A MIDI controller can now control the camera, focal length, scene lighting, projection amount, memory switching, and interface modes.
      我通过 OSC 将 Unreal Engine 和 TouchDesigner 连接起来。现在 MIDI 控制器可以实时控制相机、焦距、场景灯光、投影程度、记忆切换和界面模式。

      Lighting / 灯光
      Each memory can use a different primary light. The room scene uses directional sunlight, while the forest and station scenes use spotlights. The same MIDI knobs automatically control the active scene’s main light.
      不同记忆可以拥有不同的主光源。房间场景使用太阳方向光,而森林和 Station 场景使用聚光灯。同一组 MIDI 旋钮会自动控制当前场景的主光源。

      Camera and HUD / 相机与 HUD
      The camera uses a Cine Camera system, so I can control position, rotation, distance, and focal length in real time. I also added a sci-fi HUD showing information such as FPS, focal length, memory state, and lighting parameters.
      相机使用 Cine Camera 系统,可以实时控制位置、角度、距离和焦距。我也加入了一层科幻 HUD,用来显示 FPS、焦距、记忆状态和灯光参数等信息。

      Adding Myself into the Memory / 把自己加入记忆
      After finishing the system architecture, I added a 3D scan of myself into the Station memory. I used Mixamo to rig and animate the scanned character, then imported the animation back into Unreal Engine.
      在完成系统架构后,我把自己的 3D 扫描人物加入了 Station 记忆场景。我使用 Mixamo 为扫描角色绑定骨骼和动画,再将动画重新导入 Unreal Engine。


      This changed the scene from a reconstructed environment into a more personal memory. The digital version of myself now exists and moves inside a reconstructed space.
      这让场景从一个被重建的环境,逐渐变成了一段更个人化的记忆。一个数字化的“我”开始存在并活动在这个被重建的空间中。

      Next Step / 下一步


      Next, I want to explore audio-reactive materials, animated objects, and more real-time interaction between TouchDesigner and Unreal Engine.


      下一步,我想继续尝试声音驱动的材质发光、物体运动,以及 TouchDesigner 和 Unreal Engine 之间更多实时互动。

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