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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
Posted by Administrator
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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3 comments ( 3 views )   |  0 trackbacks   |  permalink   |   ( 2.8 / 133 )

maya-isoSurface node: wip 
Tuesday, June 16, 2009, 03:28 PM - Maya.c++.api., Geometry, algorithms
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6 comments ( 29 views )   |  0 trackbacks   |  permalink   |   ( 3.3 / 162 )

OF-maya-p5 conxns 
Tuesday, June 16, 2009, 02:57 PM - Maya.c++.api., programming interests, production pipeline
Posted by Administrator



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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branching:wip2 
Wednesday, May 6, 2009, 12:10 PM - Maya.c++.api., Research
Posted by Administrator
Video is in real-time
Maya c++ node based on hierarchical bundling algorithm, developed by Danny Holten and described here . Implementation of the algorithm was used by Manuel lima of visual-complexity to elegant effect here .

Curve straightening (see video) is lame attempt based on local weights only.Hence doesn't 'hold' original shape very well. Probably needs 'pinning'/anchoring of some cvs.duno.will fight that battle another day.yet another battle-for-another-day: spring based curve-relaxing.








3 comments ( 3 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 103 )

branchingNode:WIP 
Sunday, April 19, 2009, 09:44 AM - Maya.c++.api., Geometry
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2 comments ( 7 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 107 )

towerNode:wip 
Saturday, April 18, 2009, 04:15 AM - Maya.c++.api., Geometry
Posted by Administrator
video is in real-time






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