Commissioned by Hyperdub Records, sembler directed/animated/programmed the music video for Darkstar’s first single off their new album, North. Titled ‘Gold’ the video is an artistic representation of the concept of memetic contagion i.e. an idea as something that you can catch, that finds a host in the mind of a person.
To create the 3D point clouds of Darkstar’s heads, the team used Kyle Mcdonald‘s open source structured light scanner. By projecting three phases of a cosine pattern across the faces of Darkstar they produced accurate 3D models of each member. After Effects was used to further animate the individual points. If you’d like to have a play yourself, you can download Kyle’s 3D Structured Light Scanner here (Processing or oF available).
Particles were written in C++ with using openFrameworks. Since the team was relying on lots of open source software, they plan to release the code so other people could play around with it. Expect it here within the next couple of days.
You can also have a play with the processing applet here.
Created with After Effects, Cinema4d and openFrameworks.
- Mo Money Mo Problems [openFrameworks] Created by Nick Hardeman, these images are generated by evaluating and interpreting the 1997 music video “Mo Money Mo Problems” from the first disc of the Notorious B.I.G. album, Life After Death. The algorithm detects edges in the image and attempts to trace motion from frame to frame, using the initial frame as their starting point. The output is rendered as a vector image, the curves represent the motion. The points represent the pixels detected in the edge, their size determined by the distance from their previous location, the further, the larger the circle. The color and location of the points are determined by the corresponding pixel in that frame. The bright colored track suits worn by Puff Daddy and Mase in the dark backgrounds make for good tracking and nice color combinations. The only imagery added manually is the background color. You can check out some more renders in the Mo Money Mo Problems photoset on flickr. Nick Hardeman was born and raised in Miami, FL and grew up studying fine art. He received a BFA in graphic design from Florida State University in 2006. He then worked as a Flash web developer in Miami, FL at WA007. He is currently living in New York, NY and is pursuing a MFA in Design and Technology from Parsons The New School for Design and is expected to graduate in […]
- Point Clouds with DoF [openFrameworks] Kyle McDonald has just posted on oF forums a video of an alternative way of rendering point clouds, using DOF to help give a more photographic feel and actually use the 3D information in 2D renders. There is also a discussion going about how pixels blend with one another and I am sure you will agree, these are quite impressive. Makes perfect Sunday eve clip. See more of Kyle's intriguing work at kylemcdonald.net (via […]
- Trace Modeler [openFrameworks] Created by Karl D.D. Willis, Trace Modeler is an application that uses real-time video to create three-dimensional geometry. The silhouette of a foreground object in a video frame is subtracted from the background and used as a two-dimensional slice. At user-defined intervals new slices are captured and displaced along the depth axis. The result is a three-dimensional model defined by silhouette slices over time. Trace Modeler was built using the openFrameworks and the OpenCV library to recognize contours from the video image. Source code is available for download here. Project Page (re-descovered via Cedric Kiefer) See also Beautiful Modeler [iPad, […]
- Ghost Are Dancing – Houdini animated portraits by Teresuac Ghost Are Dancing is a personal project made by Teresuac, mostly using Houdini with 2d motion vector technique combined with lighting in 3D. The resulting video is reminiscent of RGB+D project but with flair of drawings + watercolours by […]
- Moullinex – Catalina [Processing, Kinect] Music video for Catalina, a track off the Chocolat EP by Moullinex, released in January on Gomma Records created using Kinect + Processing + Cinema 4D + After Effects. We started with the Kinect interface library developed for Processing and made available by Daniel Shiffman. Some modifications were introduced, to get our 3D data into Cinema 4D. Each file represents one frame with a coordinate map (point index, x, y, z lines) in plaintext. A threshold filter was added to enable us to filter out any points that were too far. This way we could remove the living room entirely from the sequence. Importing files manually into Cinema 4D would be painful/impossible, so we wrote a little python script that read these files in real-time, allowing us to tweak playback speed, resolution, etc. After importing all our scenes into Cinema 4D, the rendered sequences were taken into After Effects and Premiere. Business as usual from here on. Detailed walkthrough is available here including Cinema 4D files download and Processing code. Concept: Luis Clara Gomes, Luis Calçada Visuals: Luis Calçada Programming: Luis Clara Gomes Editing: Francisco Costa also Joana Nobre and Paulo Raimundo Buy the EP here, or listen to the tracks on soundcloud. /via […]
- The Maccabees (in the dark) – Live performance recording with 10 Kinects Two weeks ago we were invited to be at the filming of the new video of the The Maccabees, presented by Vevo for the Magners ‘Made in the Dark’ campaign. Unfortunately we could not make it but earlier today, James Aliban posted details of the result. Project is the brainchild of Directors Jamie Roberts and Will Hanke, and the performance contained a combination of live action footage (shot with an Alexa on a technocrane) and an animated sequence by Jamie Child and James Ballard. The scene was all shot in 3D, with a rig that contained 10 Kinect cameras, each attached to a Macbook Pro. The technical consultant on the project was James Aliban. Three applications were built to achieve this, all using openFrameworks. The client application used ofxKinect to record the point clouds. The millimetre data for each pixel of the depth map was transcoded into 320×240 TIFF images and exported to the hard drive at roughly 32 fps. A server application was used to monitor and control the 10 clients using OSC. Among other tasks, this starts/stops the recording, synchronises the timecode and displays the status, fps and a live preview of the depth map. Once the recording had taken place a separate ‘mesh builder’ app then created 3D files from this data. Using this software, the TIFFs are imported and transformed back into their original point cloud structure. A variety of calibration methods are used to rotate, position and warp the point clouds to rebuild the scene and transform it into 2 meshes, one for the band and another for the crowd. A smoothing algorithm was implemented but this was dropped in favour of the raw chaotic Kinect aesthetic. A large sequence of 3D files (.obj) were exported and given to the post production guys to create the animated sequence in Maya and After Effects. This app also formats the recorded TIFF and .obj files so that there are only 25 per second and are in an easily manageable directory structure. For more information about the project visit James' blog. Credits: Jamie Roberts, Will Hanke, Jamie Child, James Ballard, James […]
- Maya – Modeling [Tutorial] Welcome to the second of five video tutorials inÂ Autodesk Maya, an award-winning 3D modeling, animation, visual effects, and rendering application for Mac, Windows and Linux. This week we look at the basics of Polygon and NurbÂ modeling. If you have missed our previous tutorials you can view them by clicking on the appropriate link below. 1. Interface Overview | 2.Â Modeling |Â 3. RenderingÂ |Â 4. AnimationÂ |Â 5. Dynamics. You can download theÂ 30-Day Trial of MayaÂ here. For more tutorials on Maya seeÂ www.learning-maya.com Note also that Maya has extensive help files which can be accessed using your web browserÂ here. Modeling Subjects briefly covered in this tutorial are: About Polygon Modeling Primitive Objects Polygons Extrude Polygons Splitting Polygons Subdiv Proxy About NurbÂ Modeling Curves along Surfaces Loft Curves Hypergraph / ProceduralÂ Modeling Length: 30 min Download Please enjoy the video and if you have any questions, feel free to post comments […]
- Maya – Rendering [Tutorial] Welcome to the third of five video tutorials inÂ Autodesk Maya, an award-winning 3D modeling, animation, visual effects, and rendering application for Mac, Windows and Linux. This week we look at the basics of Rendering. If you have missed our previous tutorials you can view them by clicking on the appropriate link below. 1. Interface Overview |Â 2.Â Modeling |Â 3. Rendering |Â 4. AnimationÂ |Â 5. Dynamics. You can download theÂ 30-Day Trial of MayaÂ here. For more tutorials on Maya seeÂ www.learning-maya.com Note also that Maya has extensive help files which can be accessed using your web browserÂ here. Rendering Subjects briefly covered in this tutorial are: Quick review of Polygon Modeling Default Lighting Mental Ray Final Gather Materials Rendering Output Alpha Channel Length: 30 min Download Please enjoy the video and if you have any questions, feel free to post comments below. Maya - Rendering [Tutorial] from CreativeApplications.Net on […]
Posted on: 03/10/2010
Posted in: openFrameworks
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