Kineme3D

K3D Loader features - Axis Swap / MTL Loader

This feature would be on the loader, and swap y and z axis.

I've used this loader in Google Sketchup:

http://forums.sketchucation.com/viewtopic.php?t=20584

... and found the feature to be handy.

In addition, the handling of MTL files with this script is cool. Maybe there could be an Image Structure input on the structure render that is in beta, for loading MTL. Perhaps this could be adapted to work with loading dae texture via this port as well.

K3D - "rotation origin" and/or translate/rotate/rotation origin struct input for structure renderer.

Sooooo.

One of the cool things about K3D's setup (imo), is that you can move around objects - before - they hit the renderer.

This means that if you have a multi-obj, and want a specific index or range of indices, you can use a conditional or math to make only those indices "do something". So, if you are iterating to render a multi-obj 3D-object, you can connect a K3D object rotate or translate, and make just those indices rotate or translate.

In using this more, I've realized that without a rotation origin, it makes the rotation ability a bit hamstrung, because the sub-object will rotate from wherever it does by default - not necessarily where you want it to.

So, then I lopped out the K3D transform/rotate stuff, and used a 3D transform instead (because there IS a rotation origin".

However, when doing that, if you want to have multiple "pieces" of the 3D object do different things at different index vals, it still makes more sense to use something like a K3D Transform or Rotate, because you could hook up multiple units before it hits the renderer. That way, I could make multiple pieces rotate in "X" with a given rotation origin, in a really obvious and straightforward way. When using a 3D transform's rotation origin in this scenario, this breaks down in complex setups.

An alternate thing would be to be able to send a structure of x/y/z translate, x/y/z rotation, and x/y/z rotation origin to the Kineme 3D Structure Renderer (and scale I guess).

The rotation origin thing would be highly desirable for the Kineme Structure Render environment as well.

Here is a zip that hopefully illustrates my reasoning, and the kind of activities that could be done.

The "movement" qtz shows a couple of pieces of a mult-obj file being "moved" with rotation origin accounted for.

The "rotation origin feature request" shows the same model with it's hand flying around, unconnected to the wrist.

Hiya from San Francisco

rybotron's picture

Hi everybody! My name is Ryan and I'm a motion graphics artist and becoming a hardcore quartz convert with the help from everyone on this forum. I discovered Kineme3D and Quartz last year and just recently started getting heavily into it. ALL of my knowledge and inspiration has come from the people in this forum. I've been secretly stalking each of your webpages, vimeo pages and forum posts and decided it's time for me to come clean and introduce myself!

I'm currently working on a live show with VDMX and Quartz and always wanting to learn more and more! Also gradually working on a set of "tools" for helping After Effects and Cinema 4d artist use quartz.

Although I've recently taken down most of my mograph work to build a new site and include my realtime stuff it will be taking shape here:

http://www.rybotron.com (mostly mostly a blog right now but will be turning into my demo site)

and facebook:

http://www.facebook.com/pages/Rybotron/123804924313783

Thanks and can't wait to chat with you guys!

Mesh Lab

gtoledo3's picture

http://meshlab.sourceforge.net/

What I'm finding to be really useful:

-Straightforward conversion between many 3d file types, particularly 3ds, obj, and collada, but having OFF, DXF and some of the others has proven useful as well.

-A decent smoothing tool that's speedy and barely makes the file larger/more complex.

-Surface reconstruction from points (so it can take some more obscure data types).

-Tools to automatically clean up models - remove duplicate faces, inner faces that are unneeded, hole filling, etc.

-Really quick texturing/paint on mesh tools.

It's not extremely full featured, but what it does, it does solidly and I haven't encountered any problems with it. The fact that it's free and open source is a plus too.

twitter rss->speech synth->face animation

gtoledo3's picture

Twithead - Run 1. Twitter Realtime Animation from George Toledo on Vimeo.

This is something I put together that uses the Kineme3D, with facial expression triggered by sound created by feeding a string generated by an rss feed to a speech synthesis patch, as well as "tweet" number.