i am guessing that it is already possible to combine sound response with wiimote control? im thinking like, a basic effect is generated by the sound , and this effect fades away slowly ... the wiimotes will then control some other functions that act on the result of the sound, kind of like passing your hands through smoke or something
the advantage of this is that the visuals will be more responsive than you can ever be without knowing the music beforehand, the disadvantage is that you wont be the star of the show anymore
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only if you press (1)+(2) the wiimote gets in discoverable mode, but it doesn't lose the connection (and you can't press those two accidentally).
transitions... interesting idea, i've always been using a hard cut, but maybe can use a wiimote pitch angle to control the duration. i'll play with that a bit.
i try to keep changes to milkdrop to a minimum, i'm dreaming that some day milkdrop 2.0 will be open sourced so i want to be able to port the wii stuff to it quickly. i'll test that theory when i start porting to redi jedi's beta...
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no i mean like, if you press a+b at the same time, the wiimote's lights should start blinking and all that, which means that its searching for a bluetooth host or something, then you have to press a button on the wii in a certain amount of time to get them to connect to each other again
this might sound more milkdrop than wiimote, but is it possible to control the transitions? like instead of fully transitioning from one preset to the next in a fixed amount of time, the progress of the transition is determined by an input...
i think this could go very well with the wiimote twisting idea, for example if you put a pair of IR leds horizontally , the wiimote can use this to determine the horizontal angle you are holding it at... the more rotation you give the wiimote, the further the transition... also, you can have a 'key in a lock' effect if the transition is activated by 2 things, one is if the pair of leds are within a certain area of the IR camera, secondly when a large forward motion is detected, and both of these have to happen at the same time... so if you want to change the scene, you put the 'key' into the 'keyhole' and start 'turning' the key...
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i like that idea -- use not just buttons but gestures to select presets. actually i'd make a modification of it: use "analog buttons" of the wiimote to select presets. wiimote has no analog buttons but you simulate them in miilkdrop by pressing a button (on or off) and then twist the wiimote; the further you twist, the "harder" the button is pressed.
so maybe you hold a button and twist to the right, depending on how much you twist you get a more explosive preset in the list, you tilt the wiimote up and you get a more flowy preset etc. when you release the button.
resetting the controler: i don't think you can break the connection by pressing any buttons, and if you lost the connection for some reason you'd have to go back to the bluetooth stack software and reconnect. but i never had that happen, so i guess it's pretty safe for performance. we'll see. :-)
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this might sound abit more wiimote than milkdrop, but if you accidentally press the A and B buttons together and reset the connection between the wiimote and the computer, can the program detect that and automatically pick up the sync again?
also, i have a suggestion... instead of just pressing a button to change the preset, how about if you hold the button, then move the wiimote while the button is held down... have multiple combinations of moves, so that for example front-up switches to one preset, back-left switches to another preset, down-front-right is another preset, etc... and put large tresholds before it registers so its all about making 90 degree movements
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that's right, the performer is the vj, and he changes presets using cursor buttons on the wiimote. the acceleration values are fairly unhelpful for direct reading, whatever the performer does with them or with the regular wiimote buttons (A and B) is just food for the preset code. i had those graphs before modifying milkdrop and would just stare at them, without getting any idea what i could do with them. only when i hooked the values up to preset code i was able to see what made sense.
as for preset changing... right now you have left and right cursor keys on the right wiimote for that, and also a button to randomize or order the preset list. but it's not enough: sometimes you know the song is picking up tempo or power or is more flowy etc. so you'd like to use a specific kind of preset.
so what i was thinking of is if there's some sort of sorted preset list text file in the preset directory, then miilkdrop would parse the list and then the up and down wiimote keys would switch between categories of presets (explosive, subtle, staccato, etc.) while left and right would switch within the category.
btw in the video above i hand picked a sequence of presets in advance that i thought fit the mood of the song.
...besides preset changing, what else does a real vj do today with milkdrop?
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well i thought that the performer is effectively the VJ when it comes to being on stage in this case, or the performer works very closely with a VJ who does the normal milkdrop command stuff... either way i think that being able to have a feedback other than what the audience is seeing is a good idea...
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about VJ mode... i haven't thought of that, what i had in mind is a performer on stage who makes the visuals on the spot. but i guess the wiimotes could be used by a VJ as well. i don't have any experience with VJing, if you have some ideas go ahead.
btw here's a video i just made that shows how this could be used with a big screen for the audience at a larger event, it uses some stuff that's not been released yet. i think this one is the best so far, hope you guys like it.
youtube.com/watch?v=9P4Bs_lQOVU
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well each wiimote has an IR camera and firmware in it that recognizes and tracks IR sources, up to 4. (right now only two are exposed in preset vars, but could do all 4.) but -- you can use two or more wiimotes and then track many IR dots.
you'd probably need some procedural code, i.e. change in milkdrop source or a dll to do something meaningful with all that info, it'd be hard to do it from a preset. (i would think, though i'm sure some presets do things ryan geiss never thought were possible. :-)
or, you could change milkdrop to get frames from a real IR webcam and do anything you want; the wii IR was just the easiest thing to do, not that i know how i'd do optical recognition anyway but it's all doable. if you have a killer app in mind we can do anything.
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like, can you make it so that the IR will track more dots as they come into, and go out of, the field of view of the IR camera? in a demo-like situation, its much more feasible to surround yourself with IR sources than it is in the living room where the Wii's are normally used...
so instead of tracking 2 dots, it tracks a variable number of dots , or maybe just the 2 dots closest to the upper left corner of its view or something
also , how much of the wiimote usage aspect can be used in VJ mode? like where the viz goes on one big screen for the audience and theres a second screen with all the windows and stuff that the operator looks at, can the VJ mode be modified to show stuff like the raw numbers or rolling graphs?Last edited by carmatic; 5 May 2008, 02:48.
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hmm i think you should be able to do something with the latest miilkdrop release, using one wiimote to point towards you and a multi-LED IR source to illuminate you.
this guy, johnny chung, showed how you can use a wiimote to create a minority report-like effect: youtube.com/watch?v=0awjPUkBXOU
you point a wiimote and a source of IR towards you, and put some reflective tape on your fingers, now the wiimote that is still sees two moving IR points whose x,y coordinates it sends to the pc.
so with the v0.2.0 miilkdrop you can write a preset that reads positions of the two IR points by reading these vars:
these are subject to change:
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wii_aux1: [0.0 | 1.0] visibility of the first IR dot as seen by the LEFT wiimote
wii_aux2: [0.0..1.0] X coordinate of the first IR dot as seen by the LEFT wiimote
wii_aux3: [0.0..1.0] Y coordinate of the first IR dot as seen by the LEFT wiimote
wii_aux4: [0.0..20.0] size of the first IR dot as seen by the LEFT wiimote
wii_aux{5..8}: same but for the second IR dot as seen by the LEFT wiimote
you can imagine you move your left hand more to the left and the preset zooms in faster (or maybe even you move it closer to the wiimote and it means more zoom), you move left and right fingers closer and it gets more blue etc.
i got this IR source from amazon: amazon.com/gp/product/B0009IB8RM though it may be a bit too strong.
the only problem is that the wiimote has a narrow viewing angle, around 40 degrees. i wonder if it would help to put a wide lens on it like the one you find in a door peephole.
also it may be more reliable to use a ping-pong ball covered in a reflective tape instead.
anybody wants to try it out?Last edited by indaVizz; 1 May 2008, 17:50.
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i know what you mean. i still have not soldered my IR LEDs, but be sure i will try some funny ideas.
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Here's another idea... might get a lil' tricky...
webcam motion detection...
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IR fun for TwoAttached Files
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