UPDATE: THERE IS NOW A BETTER VERSION HERE Well, there you go. I decided not to use OpenFrameworks for my project, after all. I think Cinder looks more promising. So, I spent a few hours today getting to know Cinder, and porting the ARToolKitPlus example to it. This is my first attempt at a [...]
Tag Archives: 3D
hands-smooth-inner02 Originally uploaded by da mad pixelist I’ve been experimenting with extruded shapes, with the end goal of fabricating some interesting ones using a 3D printer at the University I teach at, University for the Creative Arts, Farnham (UK). So far, it has been a long learning process – first, making extrusions of my hands [...]
Just a sketch, playing with “extruded shapes” – basically, 3D geometry in a big long cheese log, doped up with some sinusoidal harmonics. Some code:
Click to Play Playing with a circular particle system based on a water simulation, done using Fluxus (http://pawfal.org/fluxus). Energy is tranferred between adjacent toads, so after time they start to bounce back and forth chaotically. Code:
medusa Originally uploaded by da mad pixelist I was playing around with Fluxus today and Dave’s new extruding library. Now I can make drawings out of a collection of different 3d shapes along a path, and animate them growing… very fun stuff. Hopefully this will make its way into a music video soon. Code included [...]
Some works-in-progress I’ve been experimenting with – simple, colorful audio streams filtered according to frequency, sometimes rendered as 3D geometric shapes. I’ll be performing this with Rob A. and Jag at the Minesweeper gig coming up.
I’ve been playing with this excellent program originally done by Josh Nimoy for an installation with GRL (Graffiti Research Labs). It’s a chunky, colorful, NYC-graffiti-style painting tool that works cross-platform and is open source. I’d been kicking around this idea in my head for awhile about creating a live performance painting tool, which isn’t exactly [...]
I’ve been working on some new collaborative visuals software for performance, and finally finished the first version of it. Basically, it’s a modified and stripped down version of my main performance patch, Sine-Rave, without the audio analysis and effects.
I’ve written a few helpful external objects for [tag]MaxMSPJitter[/tag] for dealing with [tag]3D[/tag] rotations.