For a CODON project, I came up with two useful methods for loading .wav and .mov files into their respective std::maps. This way I could call the movie/sound by its name in the map and call the methods I want on it. For a recent “micro-theater” project I needed to turn actors into digital characters with variable designs. I decided to use the depth frame of the Kinect 2 and extract the 3D pointcloud of each actor and then use this data as the base for my CharacterGenerator class. VDMX is a sexy piece of software in many many ways! It’s superb modular design and plugins mentality along with its support for external goodies like QC, Vuo and ISF assets makes it a flexible beast for doing live visuals. All that said sometimes it’s difficult to find some of the life saving features of other similar softwares in VDMX. KinoScene is the name of a Cinder Block I’ve made for a commercial project at our studio. The block is a Scenegraph system inspired by three.js, a very easy-to-use and yet powerful Javascript framework which is being used by a lot of people. Since the release of libCinder 0.9 I always wanted to see a easy to use system that implements something like three but with the underlying power of libCinder. Hi, Welcome to Kino’s Dome. This is the first of my blog posts, hopefully there’ll be more to come. Here I intend to talk about my experiences in creative coding and other fields I fiddle with under my alias Kino and share with you thoughts and notes about the tools, frameworks and concepts I’ll learn in the way. I also might blabber about Load’em all : snippets to load assets into std::maps
KINECT PROCESS: Methods For Processing Kinect Data
Resolume-towr : Inter-clip transitions in VDMX
KinoScene
Kino-san
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