911 Media Open Lab - April 15
911 Media Arts Center Open Lab - 2007.04.15 on Vimeo
I bought a new laptop somewhat recently, and am currently dual-booting between Vista & Ubuntu. Most of my custom software was only set up to run in Ubuntu, but I forgot to figure out getting the S-Video output to work when I brought it to Open Lab- despite all the other ease-of-use advances of Ubuntu something as simple as configuring an external output is still a pain. So instead I went back into Vista and just messed around with Wings3D, while others manipulated that source video with some hardware video mixers.
The slower bits are edited out, and overall I like the most of the scenes in there- even if they don't match up to the (also live generated) music, I think there's a few underlying ideas that could be developed into more interesting clips:
-Flying over alien landscapes, manipulating them, and a kind of 80s CG flat shading look
-Simple shapes that generate fractals
Wings isn't really meant for live performance. With a little more work I could set up a lot more keyboard shortcuts so the context menus don't show up as much. A more intensive effort would be to make models in Wings, export them to objs or something and a have a custom app running on the external monitor that can be triggered to load the model.
Posted by binarymillenium at 2:45 PM No comments:
Bones Animation - Re-Acting
Bones - Re-Acting from binarymillenium on Vimeo.
I think I could have done a better job with this video, edited it a little more heavy, but I don't like to get to bogged down with it. I sort of think as these as visual notes to myself, I can refer back to them and recreate the effect I captured in a bigger and more meaningful work.
The main thing making editing more difficult was that I was using image sequences in Premiere- my computer isn't fastest enough to actual play back unrendered image sequences (and I was too lazy to render it), so it was hard to get the edits and feel right.
The source imagery is from a code.google project called 'bones' http://code.google.com/p/binarymillenium/wiki/Bones. It's a very simplistic bones animation implementation, using osg::nodes and with randomly generated hierarchy and animation. Every vertex in the object loaded for a bone has a weight that mixes (using quaternion slerp) the positions of the parent osg::node and the child. The weights are automatically generated based on the distance from the vertex from the root of the object where it joins with the parent.
Posted by binarymillenium at 7:26 PM No comments:
Labels: openscenegraph, video
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