On Dec 20, 2010, at 10:49 PM, gabor papp wrote:

That would be great! What would the ffgl plugin do? Manipulate some
vertex data for a 3D object?
the plugin would render the whole animata file into a pixel primitive.
it might listen to osc messages like animata does. so you would give the filename to the ffgl plugin, and send osc messages to a certain port to
control the animation.


I see - so it would essentially live in a separate world from the normal fluxus objects.

The only problem I can see with that, is if it is all rendered into a pixel primitive, there's no way to do any collision detection across each object in the animata scene. What I'd really like, I think, is to have each object as a separate, textured fluxus primitive, so I could move them about separately.


Do you think it make sense for me to write a parser that reads the
.nmt files and creates triangulated shapes out of them using
(build-polygons nverts 'triangle-strip) and then iterating through
the shape's pdata?
it would probably require more work, and if you want to animate complex scenes the simulation might be slow in scheme. it depends on what you would like to do.


You think it's more work? Hmm.... I suppose you mean because it's originally all in C++? Do you have an example of a standalone Animata parser/player in C++ without the GUI bits? There's a lot of code to go through, although it's pretty straightforward, I could see adapting it to something like OF or Cinder.

best
evan

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