I've been looking into development with the HTC Vive and Unity lately. Here's the first go. C4D was used to make the context and the animations of the interactive element. I rendered the concept images in VrayForC4D.
Light Masonry : A JasonBrugesStudio project
From the JBS website:
Illuminating York, supported by Arts Council England, is an annual event which sees a variety of designers invited to create light installations across the historic city. The Festival encourages visitors to explore and discover the city through the imagination of artists, using the medium of light in all its forms.
All of the new R18 enhancements for Mograph are looking really great. One thing which I could have done with some time ago was the Honeycomb mode. I came up with this solution how do do this in a flexible way a while back. As Maxon are integrating something similar, it looks like this is a feature that people must be interested in, I thought I'd post my solution.
The C4D - Pixels In Progress - Offset Grid Generator is a python generator which creates a polygon object as a set of planes in various offset grid formations making a map to clone directly onto the polygon centres of. You can get it on the downloads page here : Downloads
I'm in the midst of developing a set of plugins to control a range of different lighting fixtures and all of their settings. I need to be able to control each fixture individually but also as a group. A lot of headaches later and I've developed a method which uses Dynamic UserData in C4D to have access to these values in a manageable way. Now I can use good old fashioned keyframes or through python/mograph for the group control.
Here's what the first working version of the interface looks like:
Lately I've been getting lost in the world of subdivisions.
I've put together a test rig in openframeworks which does all of the mesh calculation and drawing but in addition to that I've added a C4D shader/bodypaint workflow for designing the content.
A free plugin available for R15 and up at the downloads page
The matrix draw helper plugin is a workflow tool that allows you to visualise more in the viewport when working with mograph, whilst keeping viewport speeds nice and friendly.
You can't render anything with this plugin (unless you're using a hardware mode etc) but that's why it works so fast. As there's no geometry or object overhead, the system is able to draw lots of content into the viewport so you can get your timing right for animating whilst using some of the different modes to help you see things like animated effects, clone direction and even some basic lighting.
I'd love to see what uses you can find for this. I already use it every day, hopefully it'll be useful for some of you too.
This video is shows a new workflow tool I've developed for a recent project. In reality we used a real green screen setup and captured actual people. I don't have the footage from the project so Mr Lego man has stepped in to help explain.
In the project, we were creating animations of people at a party using exactly 4 frames for each (I've used 8 in this video). The footage coming from the camera was an image sequence with all of the people featured in a long stream of image files. The challenge was to batch process the footage so we end up with a series of 4 frame animations which we would then be looping. Now, I'm sure there are loads of ways to do this but I was unaware of any at the time and I spotted the opportunity to use the new R17 take system.
Essentially the script will look at the length of the image sequence, look at a parameter set by the user to say how long the animations should be and then create as many takes as it can based on the numbers. Each take has different parameters in the bitmap shader for start and end frames. Then, using the save tokens you can render out all of the animation files to movie files named in a sensible way. Have a look in the files for more information.
This is currently a very specific tool for a very specific job but you can adapt the parameters in the python script to make it do anything you'd like.
If you do find a good use for this then I'd love to hear what you've done.
Get the PIP - Batch take maker here : pixelsinprogress.com/downloads/
Here's the latest project I've been working on.
The show was designed and controlled directly from the Cinema 4D timeline using a custom python plugin I created to interface with the lights.
And here's a video which shows a bit of the process:
Here's the official copy:
Adam Heslop (pixelsinprogress.com) at Jason Bruges Studio (jasonbruges.com) developed Feather Light to explore the power behind the combination of Cinema 4D and moving-head lights. Creating beautiful featherlike and mesh patterns to a soundscape by Nat Self. The piece was envisioned for a live event and this video shows the testing in the studio.
Programming / Lights: Adam Heslop (Jason Bruges Studio)
Adam has a degree in Industrial Design from Northumbria and specialises in 3D visualisation. Adam works on a widerange of global art projects, using innovative techniques with architectural visualisation tools.
Sound: Nat Self
Nat Self has been on the cutting edge of electronic music for the past ten years. As a producer he has worked with a plethora of renowned artists such as Spoek Mathambo and neo-soul legend Omar. Nat has djed around the world and has held a residency at the seminal Panorama bar in Berlin.
RUSH MH4 lights and JEM Hazers kindly provided by Martin Harman Lighting (martin.com) and supported by Starlight Design (starlightdesign.co.uk)
Forgotten is a quick animated short capturing the beginnings of an idea...
I've been looking at point cloud data from Lidar scans recently for project work. Whilst trying to find free resources to work with, I found some interesting characters. Frozen in a moment, these figures are both immortalised in the data but forgotten in the depths of the machine..... After a time other entities begin to take over.
Here is what one of the original point clouds looked like: