Wii Nunchuk to Maya

April 11th, 2010

Simple proof of concept: A Wii Nunchuk controller connected to Maya via an Arduino, which sends the Nunchuk’s accelerometer data through the serial port. Maya uses PySerial to open the serial port, reads the data, and converts it to an attribute value.

You can see that the accelerometer has quite a lot of “ring” from sharp shocks.

I based this test on Tod Kurt’s BlinkMChuck code. The Nunchuk is connected to the Arduino with this connector from Todbot. Here’s an archive containing the test files: WiiChukPOC.zip

And here’s a link to the setup required to configure pySerial: http://zoomy.net/2009/07/26/basic-arduino-to-maya-communication/

Code follows.
Continued »

Patrick Jean – Pixels

April 9th, 2010

Congratulations to Patrick Jean of OneMoreProd in Paris for beating me to the punch.

Voxelize Meshes Script v.2

February 25th, 2010

With the help of the patient people in the python_inside_maya forum, I’ve improved the Voxelize Meshes Script, mostly by more efficient use of the allIntersections method.

Instead of checking each point on the grid to see whether it’s inside one of the target meshes, this version shoots rays through the meshes along each axis and puts blocks at the intersections. This makes it approximately a zillion times faster, though I’m sure it could still be improved.

Update: Richard Kazuo from the p_i_m forum has excised lingering traces of pymel from my script, I’ve updated the code below with his improved version. It should now run with Maya’s default Python installation. Thanks Richard!

Update 2: Here’s the even-more-efficient voxelize_meshes_v.3.py … I’m putting this to bed now.

Maya Python code:
Continued »

Voxelize Meshes Script

February 10th, 2010

This script will voxelize selected meshes over the frame range of the timeline.

It is currently rather slow.

Pymel code:
Continued »

Pivot

February 9th, 2010

It’s Dutch! More info at pivotthemovie.com.

Nice direction and art direction on this – the shading, lighting, and fx tricks are impressive. The exaggerated style of the character models felt appropriate as well… big hands, Gumby proportions. It’s a tricky thing to get something simple to look like it ain’t.

Cf Another World (known to me as Out of This World) which blew my tiny mind in 1991:

Voxelize Mesh Script

February 8th, 2010

This script will voxelize an animated mesh. It creates an array of cubes which fills the bounding box of the mesh’s motion through its animated range, and animates the visibility of each cube over the frame range based on its proximity to the mesh.

It’s quite slow, and would be faster if it used my octree, but it’s a start.

Written in Python with PyMEL for Maya.

Code follows:
Continued »

Pymel OOOctree

February 7th, 2010

Please find below an expanding object-oriented octree implemented in Python with PyMEL for Maya. In this configuration, the octree functions as a space-partitioning scheme used to quickly find intersections between the bounding boxes of objects in scenes with many objects. It is not perfect but it does the job.

OOOctree_v.1.py

Usage and code follows.
Continued »

Splitting the Atom

February 4th, 2010

Another frozen moment… but the revealed characters and the sense of scale at the end are intriguing. The pacing works for me too, but that may have more to do with the Massive Attack track.

Directed by Edouard Salier, produced by Digital District.

[Via Motionographer.]

A Brief History of Manhattan

February 3rd, 2010

Not to scale.

Donut-upon-Avon

February 3rd, 2010

This donut was grown on the banks of the Upper Avon, and is popularly known as Shakespeare’s Donut. First described by Washington Irving, it was later the inspiration for the plan of the Globe Theater. Not coincidentally, a globe’s outer surface may be described by the transverse rotation of a sideways donut. However, this is not recommended.

How Globes Are Made, on Vimeo.

Guests from Overseas

February 3rd, 2010

Guests from Overseas

Guests from Overseas, by Russian painter Nicholas Roerich in 1901.

Octree Towers

January 31st, 2010

I found a sneaky bug in my overhang-detection code which was preventing altitude. Here are 10,000 blocks of altitude.

Continued »

Moldsville

January 30th, 2010

Mold-style growth, from the edges.

Vanishing Point

January 29th, 2010

By Takuya Hosogane of Bonsajo.

[Via Kitsune Noir.]

City of Ten Thousand Objects

January 26th, 2010

Count ‘em, 10000.

With the octree this only took an hour to generate.

Update: Okay, so I counted, and there are only 9,999. My bad.