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2: Started, ActiveI don't even know what to call this...
I think that some of this is covered by particle tools, and I know I can get some similar effects going with Kineme3D, glsl shading and logic ops. I also know that you can put particles in things like toneburst's port of the desaxismundi shape's and they "take on" the correct shape. So, I almost wonder if things like this "explosion" are kind of possible, and I just don't know how to achieve it, or it is overly difficult to? This fluid simulation.... is fairly amazing, but I'm not sure how much of it is really computer generated either. I'm actually going to mark this as "started active".... because I may be crazy, but I think that we aren't that far off on achieving this kind of stuff already, and just comparing some notes might get us somewhere... I promise I will dig out some of my GLSL/ Logic Op deformation/fake explosion stuff (scratchpole I KNOW I still have failed to dig out the skeleton deformation... but I PROMISE I'll find it, I just named it something stupid or saved it in a weird place), as well as some "desaxismundi particles" and post them on here! If anyone has been working on similar concepts, out with them! :o)
Sparkle isn't multi-thread safeKinemeCore uses a heavily modified version of Sparkle to update plugins. However, I've been suspecting that it's making mistakes for a while. Today, with the release of GLTools 20071119, I've been able to demonstrate this suspicion. Looks like even more modifications are in order... sigh Sparkle 2 can't come soon enough...
3D Object LoaderCreates an object from a wavefront OBJ File
Structure ToolsI'd like a toolkit of nodes for creating and manipulating structures. An obvious use would be single cord patching between macros, essentially allowing you to create custom nodes out of macros. More exotic uses would be editing the data in structures in-place, merging them etc. I'll leave an exact feature list to those with more experience of other patching environments, or till i'm deep in the middle of a qc project and cursing heavily =] toby
Composition-relative addressingQC's standard patches employ "composition-relative-addressing," meaning that files access with that patch can be accessed relative to the composition. For example, if a composition is on the desktop, a path of "foo.jpg" will get "/Users/[current user]/Desktop/foo.jpg" transparently. None of our path-using patches (including the ones smokris pioneered at http://softpixel.com/~smokris/widgets/quartzComposer/kinemePlugins/) employ this behavior [EDIT: we're transitioning over to this to be more consistent]. It doesn't appear to have an obvious solution (composition's path isn't provided in any of our currently-implemented QCPatch methods), but it can't be that hard to figure out. Once it is figured out, time to update!
OpenCV PatchesHi, I know this is a hard one... OpenCV stands for Computer Vision. It is an open source framework (check it out on sourceforge: http://sourceforge.net/projects/opencvlibrary or here: http://www.cs.cmu.edu/~cil/vision.html ) that allows for all the kewl stuff you might like: - Face detection (using Haar cascade algorythm) - Color Tracking - Feature tracking - Motion detection and so on.... Currently, this framework has been adapted for other graphical programming interfaces, such as: - Max Msp Jitter with CV.jitter lib (here : http://www.iamas.ac.jp/~jovan02/cv/ ) - VVVV with specific nodes (mostly freeframes). I could use these two apps to get the features, but: VVVV runs on windows (and even with boot camp, is NOT as fast as QC in terms of video) Jitter is damn slow, even with the new UB. Right now, apart from ReacTV (TUIO) and its fiducial trackers ( http://mtg.upf.edu/reactable/?software), no lib exist fro QC to allow for some image interpretation, so i think porting openCV to QC would be really interesting for a lot of ppl.
Many patches don't work at all on PPC..need to recompile as universal binary... the Phidget and P5Glove patches will be more complicated as they depend on third-party libraries.
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