particle

Evil Particle (Composition by itaru)

Author: itaru
License: Creative Commons Attribution-NonCommercial-ShareAlike
Date: 2012.10.12
Compatibility: 10.6
Categories:
Required plugins:
_1024_ParticleWarfare, Kineme CVTools

It lets you detect edges of your input video or image and emit evil particles from the edges. I haven't really checked compatibility except my personal setup, OS X 10.6.8 and Quartz Composer 4.0. Hopefully it will work with other configuration too.

more info: http://www.itaru.org/ilog/2012/10/11/evil-particle/

Interactive Particles for Kinect (Composition by scalf)

Author: scalf
License: Creative Commons Attribution
Date: 2012.03.05
Compatibility: 10.6
Categories:
Required plugins:
(none)

I wanted to make a basic version of a particle controller, one that you use your hands/head/etc to move around.

The input, in some cases from a Kinect app such as, comes from any TUIO client.

http://code.google.com/p/tuiokinect/ (TUIO Client)

http://sourceforge.net/projects/reactivision/files/TUIO%201.0/TUIO-Clien... (Plugin)

Particle Tools docs

Warren's picture

Hello,

I just discovered Kineme this week (and Quartz Composer, in fact). After running in to limitations of QC's built in Particle System (namely the ability to affect particles after emission) I came across Kineme Particle Tools. It's unclear to me how to use the Self Operator and the docs pages all result in "You are not authorized" (http://kineme.net/wiki/ParticleTools).

Any guidance would be greatly appreciated.

Many thanks.

-w-

Particle Collision Help

mst1228's picture

Hello,

I am trying to obtain something similar to the application in the video below:

http://vimeo.com/9022191

Right now, I'm focusing on just the particle system and collision with the logo. I've attached a VERY basic example of what I am having trouble with. (You might need to change the path to the 3d object in the composition after opening, it is currently a direct path on my local file system.)

I have a couple of questions at the moment: I have successfully loaded the 3d object and created the particle system and setup the 3d object to be a collision object with the particle system. However, it seems like the particles are colliding with the object much to early. Almost as if the object was higher on the screen than it actually is. Any idea why that might be happening? The 3D object used for collision is a .stl file I exported from Google SketchUp.

Secondly, is it possible to have the particles collide with themselves? I haven't tried using 3d objects as particles, but maybe that could be something?

Sometimes the particles go behind the 3d object altogether. Do I have to change a Z location value somewhere that I'm missing?

Finally, I have concluded that the final objective really doesn't have anything to do with 3D. It will be a 2D plane, and perhaps the same goal could be accomplished much easier a completely different way.

Any help would be appreciated, Thanks so much.

Start particle explosion at volume peak

hrstrm's picture

I'm using a particle explosion and would like it to begin when my audio channel peaks. I've tried a lot of different things, but the closest I get is enable/disable it when the volume tops a value. But then it of course just show/hide the animation.

So what I want is the animation to begin at it's original position and from the beginning of the animation.

Is it possible? Have you got any tips?