vibrating vertices of 3d models and VDMX?

intellijel's picture

I am new to using Kineme (and fairly new to QC for that matter).

I would like to import 3d models and then expose vertices to VDMX so they can then be vibrated by sources like sound.

So for example if I had a wireframe cube model, this model could then shake and deform based on stimulation (noise?) to it's vertices.

Is there any easy way to do this already?

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gtoledo3's picture
Re: vibrating vertices of 3d models and VDMX?

For a wireframe look....download the GL Tools Plugin and install it in your patches folder...

You can get a nice wireframe effect on 3D objects by placing the 3D object scene (the loader/renderer) inside of the GL Tools "Polygon Mode" macro patch, and then choosing line options for front and back. You can also mix it up on front and back sides, and you have a line weight (width?) as well as point size selections for GL point mode (which is also pretty cool).

To get the 3D object warping to music or something, what you want to do is pull out one of the deformer patches, like 3D Object Noise, or Gravity Warp and place it between the object and the renderer... the Kineme3D example qtz's show that. Then get the stock apple audio patch and hook it up to some of the x/y/z parameters or the strength, and just play around with it to get whatever effect you are going for. Play around with the increasing and decreasing scales...you can sweeten the values you are getting from the audio through judicious use of math and smoothing (if deemed necessary for whatever effect you are trying to get).

(For something capable of offline render to movie file, you want to use something like the kineme audio tools plugin file input with a structure index to get volume peak info, and then maybe play/preview the audio with the Kineme audio player patch. To emulate the increasing/decreasing scale effect of the stock patch with the Kineme Audio tools file input, you would likely use a smooth patch somewhere in there as well.)

dust's picture
Re: vibrating vertices of 3d models and VDMX?

there is some fancy stuff you can do with stock glsl deformations on a sphere with cartesian coordinates but thats a little over my head right now. i like k 3d cause you can throw in any model and shake it up. what i found to work well is like george said throw some noise in between the k 3d object and the render but use a blend render then also add the object without noise to the blend renderer as well. this works good with audio peaks cause its a 0. to 1.0 blend that hooks up well to the peak to give you a smoother noise but you can always shake it up real good by giving it a high noise amount like .1 i don't have vdmx but i am pretty sure it will work with k3d. i suggest other shapes than a cube for deformations cause a cube usually doesn't have as many verts there fore there are not many shapes to deform, but then again with parametric k 3d you can get alot of shapes out of grid or plane.

toneburst's picture
Re: vibrating vertices of 3d models and VDMX?

dust wrote:
i suggest other shapes than a cube for deformations cause a cube usually doesn't have as many verts there fore there are not many shapes to deform

True. The stock Cube renderer has only 8 vertices (one for each corner). You could easily make up a cube model with as many vertices as you want in any 3D program, and import it with Kineme3D.

a\x

gtoledo3's picture
Re: vibrating vertices of 3d models and VDMX?

For anyone who hasn't seen it, one of my favorite animated clips... kind of a reference clip for me:

I always thought it would be cool to do something like this in QC.

toneburst's picture
Re: vibrating vertices of 3d models and VDMX?

That's all pretty thoroughly choreographed, but you might be able to achieve some similar effects by pre-modelling different 'poses' of cube and morphing between them. Can't remember which 3D format allows different mesh variations to be saved in the same file, off the top of my head (not something I've ever tried before really).

gtoledo3's picture
Re: vibrating vertices of 3d models and VDMX?

Oh, I wasn't really serious about doing that with QC as is... more like "gosh, QC should be able to look this slick easily".

MD2's is what I believe you're thinking of, but you can effect multiple meshes with a 3ds, obj, fbx, as long as each part of the structure is correct... it can be weird when you are modeling it, and obviously 3D programs don't tend to have the concept of loading single indexes of a 3D model structure in mind for those filetypes (the idea of each piece of the model structure being a mesh and being with the same center point, etc.). And of course you could just make a ton of simple fbx's or obj's (or whatever) and use a multiplexer or something. The mesh blender is yet another thing that might be employed in doing something like this.
I think trying to do this in QC right now would be sadistic...

... and then there are the shadows and antialiasing :)