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Wiimote-reactive Milkdrop visuals

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  • Flexi
    replied
    [ot]
    I'm studying computer science major in software-technics UML is my milk (or should be ), but i must admit i have not worked too much with it yet. I'm also quite proficient in XML (but again more in an academic manner).
    Re-engineering and model-based software engineering are exactly my topics.

    this is curious: I'm still waiting for my processor for my new state-of-the-art PC and i also resolved to finally switch to Vista and going into demo-stuff like wiimotes and DX10.
    I'm a little delayed with my studies, but this semester i don't have very much courses... (but therefore more examinations )
    [/ot]

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  • redi jedi
    replied
    helping hands are always good..

    I'm thinking that at least up to being md2 feature comparable(I don't expect to match the speed) it will be open source, then I might break it off into another project(leaving the source still available for others of course) for further development but I may start totally over at that point to, I'm not sure(nor do i care right now) cause I have some other ideas I want to explore after gaining the experience of this.

    But anyway I'm trying to make it fully OOP so I can reuse parts of it in other projects, right now I'm mostly doing the design parts, are you any good at class design?

    @indaVizz: btw thanks for reintegrating it into my beta, thats cool.. Few requests for the next version:
    if you have any more variables from the controller, expose them.

    put the bass,mid,and treb back, or add a var we can set that say to turn them off, or a menu option, something..

    up the min eval user variables(think its in one of the header files), are you adding to that when you add your variables? as its just a total, not the avail custom variables. its needs to be 30 over all the built in ones for md1.04 and 40-45+ for betas.
    Last edited by redi jedi; 1 April 2008, 22:46.

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  • Flexi
    replied
    i have just been to our electronics store and buyed some IR-LEDs and a button cell.
    Who's faster - me organizing a soldering gun or you implementing?

    this will get into serious performance art!

    @jedi redi: nice to hear. I have quite a lot experience with Java and need C# practice as well. Say if you need a helping hand.

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  • redi jedi
    replied
    Gotta check these out when I get home... damn this is so cool.

    hey is there any way to get the litebar supported so we can get exact positional data, and or mabye a point that the user is point the mote at? that could be fun..

    hey indaVizz, are you any good with c#? I don't care much for the fact that I dont have the V2 source(maybe saying this will help with that) so I've decided to rebuild it in C#.. mainly cause my new job is c#/vb6 based so I need the practice.. but once i get the md features implemented I'm prolly gonna switch the preset format(xml based most likely) or at least extend it alot... can you do the same thing in c#?!?

    btw.. using Lua as the scripting engin(current md format executes fine) so the extendability is gonna be wicked(built in strings/arrays/classes anyone?)

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  • Flexi
    replied
    no way, that roll and pitch values have most accuracy jet.
    see how the the other value freaks out, when one axis is rotated by 90°. place your wiimote on a table and roll it from left to right.
    (red is pitch and blue is roll)
    can't you pass through the acceleration values right before gravity is subtracted, or am i totally off the mark?

    and another thing:
    what an effort would it be to give me input from the IR sensor? i read "Wiimote detects and transfers up to four IR hotspots" (just imagine, all i need for headtracking is two points)
    Attached Files

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  • indaVizz
    replied
    another wii-only mix

    here's a wii remix of Rovastar's Eye on Reality mix. i just copied what redi jedi did with the wisps wii remix: left wiimote roll controls rotation, pitch controls zoom, right wiimote force (acceleration) controls the size and colors of the eye, and left wiimote force does something that i don't know what it is but looks really cool. buttons supress roll/pitch->rot/zoom.

    it has great feedback (the only thing i talk about) but i think the colors and shapes are great too (that came with the package). hope you like it!

    davor

    p.s. i'll base the new release off of latest MD beta; let me know if you think some other vars should be supported. (i was planning to add wii_{1..7}_* values for up-to-7 wiimote support.) as for gravity-including x, y, and z acceleration, you can derive them from wii_{l,r}_{x,y,z} and roll/pitch:

    wii_l_gx = wii_l_x + sin( wii_l_r );
    wii_l_gy = wii_l_y - sin( wii_l_p );
    wii_l_gz = wii_l_z + cos( wii_l_p );

    and same thing for wii_r_*. the gx, gy, gz are the acceleration values as measured by the wiimote directly and they are most accurate. roll and pitch is calculated from there (and not quite accurate when you move the wiimotes too fast), and so are x, y, z gravity-less accelerations.
    Attached Files

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  • indaVizz
    replied
    the physics of it is awesome. it feels like you're moving a live worm with the wiimotes.

    can you add more direct feedback to it but still keep the lifelikeness of it? e.g. you squish it with one wiimote acceleration and stretch with another, but it's standing still when you're not moving the wiimotes? (almost still, it would be good that it still wiggles a bit but very little.) the roll and pitch of one wiimote could control its angle or how close the two ends are.

    what i'm thinking is, it would be cool to make the feedback so that you always know what action your arm movement is going to make (like you do with your real arms and hands).

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  • Flexi
    replied
    still practicing.
    this is the code i would rather see in the per-frame section.

    enjoy!
    Attached Files

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  • indaVizz
    replied
    this is like you're navigating a spaceship through a field of acid shapes. the colors are incredible.

    here's a remix that includes beat reaction: the right wiimote paints shapes, the stronger the move the bigger the shapes, while the left wiimote navigates the "spaceship" as before, plus any force applied to it makes it move faster. (i.e. zoom depends on wii_l_f). left and right buttons are for two speeds (couldn't think of anything better).

    youtube.com/watch?v=u78m9TfL9l4
    Attached Files

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  • Flexi
    replied
    man this is insane...
    ...press A

    this preset obviously uses the maximum amount of variables. it's only 12 of em? thats far to few for most presets...
    Attached Files

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  • Flexi
    replied
    oh i really forgot about the poor image quality of Milkdrop 1.05
    (i want pixelshader )

    i think, i need the acceleration values inclusive gravity. i can do the smoothing and roll pitch calculation in milkdrop code as well.
    and may it be possible, that the number of variables shrunk? i just tried to remix an old preset, which already used the maximum number. (but hey - i remember, this number was raised with the 1.05beta )

    here are first results. this is fun

    edit:
    it's probably not the best preset for dancing action.i tried a really soft dampening - inclusive overshooting - so all peaks are filtered out, but if you're lucky you get into resonance with the loop controller. you might edit the first three vars...)
    Attached Files
    Last edited by Flexi; 30 March 2008, 12:07.

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  • Flexi
    replied
    setup successfully completed!

    Biiig Thanks for bringing me to this point, it's like a litte dream come true.
    Now let's hack some stunning presets!

    (@ryan: )

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  • ryan
    replied
    Wiitards.

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  • Flexi
    replied
    i would really love to see a trip through one of the chaotic "skin dot" presets, but... there's no go with Milkdrop 1.04/1.05.
    I guess a really fast ride into a starfield should work fine too.
    i will do my own experiments and give feedback!

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  • indaVizz
    replied
    a friend of mine suggested exact same thing...

    i read somewhere that the maximum number of wiimotes per PC is 7 (some master-slave thing, part of the protocol). but there's nothing that says that you can't have another PC that reads 7 more, and so on, and they can all send updates the one running miilkdrop over the network. the averaging could be done by miilkdrop and given to presets as input vars (wii_avg_x etc.)

    what would the preset look like?

    Leave a comment:

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