After having explained how to create skeletons for 3D characters and animating them in VVVV, this quasi-article shows how to use VVVV’s character animation nodes in combination with software and hardware skinning methods.
As my weapon of choice, the visual programming environment VVVV provides a huge amount of functionality in the area of multimedia and 3D computer graphics - all accessible in a nice non-textual programming environment. While there exist several ways of manipulation 3D geometry in VVVV, right now there are no explicit methods for doing character animation.
So, this project (which was topic of my diploma thesis) aims to create an API, which introduces the terms of character animation to the world of VVVV. In this article I’m giving a little introduction of the developed nodes, and how to use them.
When looking at various charting libraries I usually see the developers using concepts like Series, Categories, Axis, etc.
For some reason I’ve always had troubles wrapping my head around those concepts in order to ‘think’ in those terms.
Since Processing and respectively Processing.js don’t support quadratic curves, you are forced to construct them with a conventional cubic bezier curve. I’ve never used bezier curves before, so I took this as a lesson.
Last April I played a VJ-set at the closing event of vienna’s sound:frame festival at the Fluc Wanne. Now i finally managed to patch up some documentation about the content I built especially for this event.
Creating animations in Processing.js can be a quite hard and repetitive job. Having a simple library for animating graphical objects probably makes the ambitious animator’s life easier.
Our dear friend, the 18Bit shop, expands its business from Linz to the rest of the world, by launching the 18Bit Webeshop www.18bit.com, created here in the Quasioffice.
Half a year ago we had our grand office launch party, the Quasipartikeller. Unfortunately, documentary material is absolutly rare. Most of the photos taken are from the morning after — and believe us: nobody will ever see those pics. But now some explosive evidence appeared.
I’d like to introduce a project I’ve been working on since a while. I simply called it Ken. Basically Ken is a data layer for knowledge representation. More precisely it’s a Ruby Library that is being built to access the Metaweb Services supplied by Freebase. Just born, the project’s goal is the provision of a concise API for querying and writing structured data.