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trabajamos para ella !
code maquette 
Friday, July 17, 2009, 07:48 AM - Maya.c++.api., programming interests
Posted by Administrator
original video at 18-45 fps.





_ reference source code : locomotion / kinematics
levFlagellum: by Jared Tarbell / Roberrt Hodgin (flight404).

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more OF - maya attempts : Webcams , blob detection , sprites , billBoarding 
Sunday, July 12, 2009, 11:12 AM - Maya.c++.api., programming interests
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videois real-time





(edit :)This looks like a much better idea!
wiimote + maya camera.


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Springs and Particles : initiation to a home-brew Solver 
Sunday, July 12, 2009, 11:08 AM - Maya.c++.api., programming interests, algorithms
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Its a bit dissappointing that the Nucleus solver (nCloth / nParticles) in Maya09 has very limited API access and thus I have trying to learn the anatomy of a solver - particles , springs, methods of integration et al - and these are very good references with source code:

memo : uses verlet integration
Traer : Runge kutte and Euler integration
toxi: verlet
Zach lieberman: Introduction to basic principles and hardware connections.

Many thanks to the good people who have give out source code!

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Squid ne 1? : more WIP :  
Sunday, July 5, 2009, 12:41 AM - programming interests
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OF-maya-p5 conxns 
Tuesday, June 16, 2009, 02:57 PM - Maya.c++.api., programming interests, production pipeline
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details:
_object duplication and data-maps.
Input polygon has 20 faces with the bottom face removed. Each instance stores two transform matrices: one for border vertices and the other for the inner vertices.These matrices are gradually changed across the field as a weighted mean of various parameters such as area of quad-face they occupy, the distance of the face-center to the colored lines, a vector field acquired from the Maya fluid algorithm, etc.

_communication / network:
The processing/ touch screen application and the Maya application run communicate through UDP ports. Maya :OF UDP wrappers inside a Maya dll. p5 : hypermedia UDP libraries..The rather pathetic 10-12 fps of the 3d side of things results in communication being out of sync. Current fix is a buffering window that keeps watch and sends event messages to the Maya commandport, thus also helping trigger the entire dependency graph(image above).

_opengl:
significant factors to the rather slow fps :
a. making / maintaining a Maya mesh object.(0.05 seconds/cycle) required only in case a rendered output is necessary.
b. shading the mesh with shared vertex normals (0.05 s / cycle).
haven't a clue how to calculate this myself, hence requiring mesh object above.
c.immediate mode gl shading:
Thanks to memo will look into vertex arrays/vbos et al.

So almost all factors are my owning making. time to starting cleaning the mess.




Video from recent OF workshop exercise in London that I had the good fortune of participating. Mad props for Memo , Joel Lewis, Ruairi Glynn and Marek Bereza.I tried to transcode the beautifully simple code levFlagellum: by Jared Tarbell / Roberrt Hodgin (flight404).I was also trying to learn some openGL glow/blur techniques....managed only to get some FBO down-sample tricks for simple glow. Hopefully someday soon properbloom techniques will be within grasp.




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GLSL and Maya 
Sunday, May 24, 2009, 03:08 PM - utilities, programming interests
Posted by Administrator
Videois in real-time

Ability to render size-able number of dynamic objects could be one of many reasons contributing to the growing popularity of Processing/OF amongst code-savvy, experimental architects. Unfortunately, this ability is not coupled with easy-to-use geometric operations.(Potential integration with Java libraries notwithstanding i.e.) . Wonder then, if with the addition of python script and API to Maya, there might be a 'scripted' method to register openGL callbacks within Maya nodes /DG ? Thus leveraging drawing capacities of openGL and the geometric capacities Maya.

Images/video below: early attempts to add a preview shaded mode for Large object population in Maya. The inclusion on smooth-mesh preview since Maya2008 has already eased many a work-flow.







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streamLines and vectorFields _p2 
Saturday, September 27, 2008, 12:21 PM - Maya.c++.api., utilities, programming interests
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Vector field: (from wikipedia)
is a construction in vector calculus which associates a vector to every point in a (locally) Euclidean space.

Streamlines: (from wikipedia)
are a family of curves that are instantaneously tangent to the (velocity) vector .(of the flow).

Custom Maya tool:
1. describes a set of input curves as a tangent vector field.
2. Computes streamlines.
ref:
Abdelkrim Mebarki. 2D Placement of Streamlines. In CGAL Editorial Board, editor, CGAL User and Reference Manual. 3.3 edition, 2007. [WWW] [bibtex-key = cgal:m-ps-07]
3. Uses the API to construct curves from output data of the computation.

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coffee break 
Monday, April 14, 2008, 07:06 PM - programming interests
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inspiration:image from wired magazine and article on Visualizing Viruses: click for more (c)Image: Alex Dragulescu



playtime with some openGL lines: 'visualizing fields'


A free player from tradebit.com


Sad comparison heightens the need to get an handle on basic openGL routines including bezier curves drawing (notice segmentation), alpha blending (notice flat alpha), lighting (notice lack of) et al. goes to prove art is not independent of technique.much to learn. end of coffee break.!

used:
glPointSize(sz);glBegin( GL_POINTS );
glBegin( GL_LINE_STRIP );glLineWidth(sz);
//glEnable ( GL_LINE_STIPPLE_PATTERN); //glLineStipple(2,0x0B25);
glColor3f();glVertex3f();


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MEL and openGL visualization. 
Tuesday, January 15, 2008, 03:31 PM - Maya.c++.api., Maya Embedded Language, utilities, programming interests
Posted by Administrator
video is in real-time
A quick screen grab from WIP.Shows a prototype 'node' for Maya that can take MEL inputs and produce openGL entities.





The in-built blind data editor(polyColorBlindData MEL command) provides a handy interface to visualize information embedded within a mesh. The attempt is to build a similar node that can visualize more generic blind-data. It is a simple wrapper around the easy access that the maya API provides to incorporate openGL in its view ports.

Currently it can take input surfaces and meshes, vector (point and color) arrays. Output modes are points, and lines. The intention is to support quads and line strings as well.

This might help some of our previous tools to work in interactive modes, by obviating the need to make 'intermediate geometry'. Standard uses could include visualizing surface curvature, 'input sites' on a surface, closest-fit planes, point clouds etc.


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