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Kineme3DVusic - Experiments in live 3DSince Steve and Chris release particle tools 0.3 yesterday we though we'd post about the first stage of a new project we have been working on, showcasing our 'proof of concept' of real-time 3D for live musical performance. We used a bunch of Kineme plugs (Particle tools, Kineme 3D, GL tools, Audio tools, Structure tools, Spookies, Value historian and Quartz Crystal). Big thanks to Kineme for adding the boids to particle tools for us :) Click the link to check out the video on our site http://www.yuva.tv/index.php
Kineme 3DFirst of: cograts on this really great new piece of software. I am playing right now with the demo version. Currently i am doing some Multi Touch (MT) things and getting slowly very addicted with QC... Right now i am trying to merge QC with MT and 3d using TUIO enabled tracking software... I just have a few questions about the best practice using 3d-models in QC. I would like to use medium- to complex size models inside QC (architectural and machanical models). Till now i was able to import a 3d model only if there is one piece of geometry. Models they contain more than one geometry are displayed somehow strage (the data structure is diplayed one after another). Is there a way to avoid this? Is it possible to load a "full" fbx, obj, 3ds (whatever) file? The other question is: what is the best way to handle materials and textures? I have found only one "slot" for a texture object. This is working well for one geometry where you can apply a simple UV... But is there a better way? I hope it is OK if i post here on this place? TIA, Sandor
how to work with low-poly models?hi all, a lot of low-poly 3d models from the internet come with texture maps. what is the best way to reproduce the bump effect, seen in the picture, in kineme3d? and does anybody know what these ".mtl" files are about? i attached a sample model of a shipping container.obj with normal, diffuse and bump maps. grischa@echolab
Skeletal animation with Inverse KinematicsIncluding some level of support for joints, bones, and the automatic solving of angles using inverse kinematics (IK), would vastly increase the animation possibilities of Kineme3D. There are probably numerous different ways of going about this, or at least how it is exposed to the user within Quartz Composer, so I guess we need a discussion about how people think this might work. Internal case: https://b33p.net/kosada/node/797
bending cylindershello i'd like to bend cylinders, simplistically, so they look like ')' or '(' rather than '|' which is the limit for both the renderer and iDVD patch cylinders. i'm looking for the most efficient way possible to do this and am wondering if there is a shortcut i've yet to discover. thanks s
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