andrew mahon's assignments for makingThingsMove - a.parsons - personal
for my final i continued experiementing with openGL, this time i incorporated additive blending, springs, fft spectrum analysis, and a framebuffer object. i think that this version is starting to look pretty good, but it is something that i will continue to work on!
i wanted to try binning in 3d, so i did, and it worked pretty well. i thought i got a nice effect when i combined 2 sets of particles. i wish i could translate this one into vector output. unfortunately, i would need to flatten the 3d space in order to do that..
a blade effect i found after unintentionally leaving fill on and drawing trails. i decided to explore ofSoundPlayer and create a circle visualiztion.
i translated particle-particle interaction code into 3d. the particles now react to attraction/repulsion forces, as well as each other in 3d. there is a defined box in which the particles move, and they bounce off the edges. a lot of this assignment was spent experimenting with GL functions, and deciding not to use very many.
i want to build off this by adding textures and creating a more interesting composition! i will continue to experiment in 3d, and am very excited for springs and other concrete forces!
this assignment involved using a vector field creatively. i decided to use it as a terrain. i convert a grayscale map to a vector field representing the hills and valleys in a terrain. the user is given a car to drive around the terrain and collect money bags with.
this assignment involved using a vector field creatively. i decided to use it as a terrain. i convert a grayscale map to a vector field representing the hills and valleys in a terrain. the user is given a car to drive around the terrain and collect money bags with.
for this assignment i combined a number of the individual tasks. using particle systems i created a fireworks display. the firework is one particle, which has a set of sparks attached to it. check out the video!
using the point recorder code, create multiple point recorders insted of just one. Every time you draw, create another point recorder. Create a clear function. Can you use these multiple point recorders to create something interesting ? shoot a short video.
right now the playback of the point recorder is just one point (at time t), can you create a second point (at time t-1, for example) as in Scott Snibbe’s motionsketch ? It would be nice to use the total duration to figure out to space out multiple playbacks so they are equally divided.
started to mess with GL 3d objects. trying to modify rotation and size based on the stroke data. the rotation needs to be smoothed out!
make a composition using the animation techniques that is a tribute to john whitney.
Since we talked in class about this idea of a relationship between sound and visual synthesis (and harmony) find a piece of music (can be any duration as long as there are multiple notes - a short snippet, or a long song) and make a composition that is a visual equivalent of that sound. Think about how the make a visual equivalent using the techniques we talked about this week.
try to use sin and cos to emulate a natural phenomenon (ie, something you see in the natural world). be sure to provide some documentation (video / picture / text) of what this phenomenon is.
make the lissajous example work based on mouse motion. it would be a *smart thing* to convert the mouse position into floating point numbers between 0 and 1. (for example, float pct_x = (float)mouseX / (float)ofGetWidth() ). we LOVE numbers between 0 and 1. allow mousex to control the speed of the signal (ie, what angle is multiplied by) to the x half of the circle code and mouse y to control the signal to the y portion of the circle equation. take a screen shot of the best looking combination.
extend the xeno / atan2 code, making a creature which follows the mouse. think of how you could use sinusoidal animation techniques to give the object some “life” - breathing, blinking, etc.
since we talked about amplitude modulation in relationship to sin/cos animation, see if you can implement visual equivalents of other synthesis techniques, such as FM synthesis (modulating the carrier frequency) or additive synthesis. Make an interesting composition with what you’ve implemented.
a) fastest non moving speed - find the fastest speed for the square to move across the screen and have the motion be imperceptible. Time how long it takes for the square to move across the screen and measure the physical (not pixel) distance. What is this speed in inches/second ? for kicks, What is it in in mph?
b) fastest still perceptible speed - find the fastest speed for the square to move across the screen and have the motion be still perceived as continuous (not discrete jumps). Time how long it takes for the square to move across the screen and measure the physical (not pixel) distance. What is this speed in inches/second ? What is this rate in mph?
make an application where whenever you click, you change either the ptA position or the ptB position to the mouse position, alternating every time you click
(you will need to make some variables inside of the rect object public which are now private private, so you can say something like ?myRect->ptAx = blah, myRect->ptAy = blah?)
Make the shape code control another property of the object, such as its size or color. Can make a a playful composition if you can.
make a series of xeno objects which follow the mouse, each at different rates. give them slightly different colors so that you can perceive them as independent objects. you will have to modify the rectangle object so that they can have unique colors.
If you are really feeling like showing off, make an array of xeno objects where the first element follows the mouse, the second element follows the first, the third follows the second, etc.
in class, we used powf to shape a linear signal. there are more advanced ways to do this (for easing and out, and for snap to, etc). Some of these have been collected by robert penning as "easing equations" try to hook them up and make a compelling composition with linear and nonlinear animating elements.