Last week, I presented the uHbench at Loop #5 in Recyclart. During the 30 minutes break between the set of presentations, I turned a found pallet into a public bench as an artistic performance. I was quickly joined by some of the spectators. Here is a set of pictures taken by Peter. (Copyleft Constant vzw).
Tonight, at Espace Senghor, Brussels. Exotica music and belly dancers. Plus fifties videos looped by your favorite VJ. It’s going to be hot. Promise.
And yes, I’ll be touring with the band. So expect more dates. If you miss this one (which you shouldn’t), next time will be June 22th in Thuin, Belgium (but without the dancers).
En guise de mise-en-bouche, de rappel ou d’invitation, j’exposerai les résultats de “Comment ne pas dessiner” aux portes ouvertes de l’Académie des Beaux-Arts de Saint-Gilles du 1 au 3 juin 2013.
Vous êtes bien entendu cordialement invité au vernissage de l’expo, le 16 mai (J’imagine que ce sera à partir de 18h).
Last friday was our monthly Blender workshop and the day before, my attention was attracted by this post on Reddit. Rorts was mentioning this intriguing video “Zooms From Nowhere” by Chris Timms and was wondering how to do something like that in Blender. I thought this might be a good challenge for the Blender bpy/bge workshop since it seemed to involve python scripting.
Well, it was easier than we thought since there was already a script (addon) called “Import images as planes” available in Blender. We then had to figure out how the particle system worked (this is where you praise working on the same project with more than one brain).
Python scripting came later in the afternoon to scrape images from the internetz and feed the particle generator with “interesting” content. (See the googlesucker01.py file hacked in no time by Frankie Zafe)
Final render was baked during the weekend.
All the project files are available on our Github repo, with the necessary explanations to help you make your own “zooms into internetz culture”. If you make any, please send us a link. We’d love to watch.
Last saturday, we were at Sign6 playing and veejaying (live coding) in front of a small audience. Here’s a small video report kindly recorded by Fred Monnoye with his iPhone. So quality is not right there, but you can have a feel of what it was like. This was a first for Sébastien (Old Joy) and me (Requiem4tv). We certainly hope there will be others.
Live coding has been done with Fluxus, in case you were wondering. Big thanks to the Fluxus community for answering questions and sharing code, even to the last minutes before the event.
Ce samedi 23 mars 2013, dans le cadre de Bruxelles Bienvenue, je ferai du “live coding” de visuels sur la musique live de OLD JOY. Une première rencontre et expérience entre Sébastion et moi-même.
22H, Entrée gratuite, BYOB (Bring Your Own Beer).
Sign 6 − 99, Rue de Fierlant − 1190 Forest.
So, François and I are organizing monthly Blender workshops at Constant Variable where we play around with python code and the Blender Game Engine (BGE). The point of these meetings is to get together and exchange ideas and experience around the use of code and 3D realtime rendering with open source software. Last meeting was this friday and here’s a quick explanation of what was achieved.
François came with a little .blend file he set up with a cube rotating randomly. We looked through the code, studied it and improved it by making it shorter and easier to duplicate. The file is available on our shared github repository and is called bge_cube_animation. The cube can be duplicated without changing the code so that all cubes will perform their own random animation.
The next project was to get the BGE to send and receive OSC messages. We looked through different python OSC libraries and studied the great example provided by Labomedia. We didn’t start studying OSC by chance. It’s a well known protocol for exchanging data between realtime visual or audio programs but it’s also what comes out of Melon (a kinect based controller) that François has been working on at Numediart.
To get it all working together, the pyOSC library had to be updated a little to handle OSC messages that were not yet implemented. The new version of the code is available on my gitorious fork (pyOSC v0.3.7), waiting to be merged with the official one.
We then rushed to finish the workshop by recording a self satisfying video of François pushing blocks around using the Kinect -> Melon -> pyOSC -> BGE set up. The file is also available on our Github repo. (See bge_cube_osc.blend in user/frankiezafe/ directory)