3D Worlds Final: Audio Reactive Projection Mapping

Overcoming some hurdles with VDMX5 and Maya on my second project proved to be quite challenging. I hope to continue learning these tools and pick up Quartz Composer, 123d Catch, Syphon, AfterEffects, and OpenNI/NITE. For my final project, I wanted to create an audio responsive projection mapping in my livingroom (the only place I could conceivably take over for a week) with generative geometry and some AfterEffects animations inspired by the unusual works of Paul Loffely.

I hope to finish up weaving together layered AfterEffects animations in scenes with VDMX5, dealing with multiple Syphon servers, adding the additional surfaces I’ve modeled (and making them transparent), adding the dreamer on the couch with the Kinect, incorporating the spatial shifts in Unity3D to make the projection interesting….

Below are some low res videos (taken on my iphone) and pictures:


Setup for the 123D Catch modeling:

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3D Worlds: Project 2

Low-res video of audio-reactive aliens/jellyfish made in Unity3D:

The movement and luminosity of each of the four creatures corresponds with the maximum amplitude of four defined audio frequency ranges (corresponding with bass, lower middle, upper middle, and treble range). Following Mike Tucker’s tutorial, Soundflower is used to redirect audio input into the Audio Analysis plugin for VDMX5-b8 (see the Soundflower–>VDMX5-b8–>Unity3D posting for more info). Slider values of the maximum amplitude for each of the four band frequency ranges (as well as the overall gain) are normalized and sent to Unity3D via OSC. These values control each creature’s position and scale as well as the position of the Particle System and the range and intensity of the Point Light they are parented with. 3 Interactive Cloths are attached to the Sphere Collider centered within each creature’s body. The lapping illusion is created by a camera rotation (with rotational velocity controlled by the overall amplitude max). The creature’s body was created in Maya.

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Soundflower–>VDMX5-b8–>Unity 3D

I’m working on my second project for James George’s Pixels to Polygons class. After hearing my proposal, James’ suggested checking out Mike Tucker’s great tutorial on implementing Soundflower, VDMX5, and Unity 3D over at Creative Applications. I decided to take a stab at the tutorial and hit a few snags, mostly due to a glitch between Lion (I have a new MacBook Pro running Lion 10.7.3) and Soundflower and changes within VDMX5 (now b8).

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Pixels to Polygons: Project 1

After rereading “Funes the Memorius”, particularly the description of Funes’ perception prior to his paralyzing accident, I was reminded of ants, unaware of the view a macroscopic perspective affords, crawling on a mobius strip.  For this assignment, I decided to recreate my own abstract memory of the mobius strip from Eames’ Mathematica exhibit at the Museum of Science in Boston. I wanted to play off of Funes’ geometric “clarity” and the idea of perspective.


I attempted to create small “worlds” of recursive boxes, via a nested for loop, upon cubes that followed a mobius-like twisted shape.I also wanted to explore the Unity3D zoom and orientation shift as a tool for understanding perspective and dimension. Unfortunately, I got stuck in the mud by my graphics card.

I used the following parametric equation to create the cubed curves:

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