

- #USING THE IR AND WIIMOTE OSCULATOR HOW TO#
- #USING THE IR AND WIIMOTE OSCULATOR SOFTWARE#
- #USING THE IR AND WIIMOTE OSCULATOR PLUS#
Is that right ?īut then my "member output" has a virtual type. In that example, if I want to get to the "ypos" data, I should either use two "structure index member" patches, which first's parameters would be "0", and the second's "5", OR I could use two "structure key member patches" which parameters would be "0" and "ypos". I'm assuming that the numbers on the left of each member, and on each of the parameters are the index number, and the quoted data are the index keys, am I correct ? See the picture for clearer infos :/ When I leave the cursor over my object node, I can see a tooltip popup with the list of members, and the names of parameters. ( Though I think I won't be able to use it with candles or sun in the camera field.). That way, I don't have to set up a cyclo in order to perform motion tracking. To cut it short, I'm sticking reflecting tape on the tennis table balls, so that it reflect IR light.
#USING THE IR AND WIIMOTE OSCULATOR PLUS#
If I'm getting it right, I have to use this if I want to reset my blobs tracking ?Ībout the IR balls, I'm using quite the same technic as explained here, except I replaced the white light source with IR light source, plus added IR filter. just set up structure key member patches with corresponding names, and then you'll be able to have each individual value. This should be easy to do since you have to name your incoming OSC anyway. If you have a structure with different "keys" that have substructures that are indexed, you can just chain the two to break the structure off further. If your structure contains key names, you can place that keyname in the "key" input (like "x" if your structure actually is outputting an x key). So if you have a structure with elements 0, 1, 2 that represent X, Y, Z, you would put three structure index patches on your editor, pop 0, 1, and 2 into the index members.now you have a split up structure. If you have an incoming structure in Quartz Composer, that is indexed - a list of numbers - the structure index will output the single element of the structure that has the corresponding index. The "structure index" and "structure key member" are the two patches you'll need to look at. If you know of a simple way to do what I'm trying to do I'd be glad to hear it ! How can I separate them by ID, then by axis X and Y ? Long story short : I have a structure input type, that contains blobs ids and their coordinates. Knowing nearly nothing of qc language doesn't help. In order to send it to Animata, I have to send x and y coordinates separately and I can't figure out how this can be done. With the TUIO plugin, I get blobs coordinates as a structure.
#USING THE IR AND WIIMOTE OSCULATOR HOW TO#
My problem is that I successfully created a connection between CCV and QC on the one hand, and between QC and Animata, on the other hand, but I just can't figure out how to extract and separates blobs coordinates in QC ! I have a node for X axis, and another one for Y axis. Each blobs coordinates is to be sent to a precise joint or bone of my puppet, that I can target by using its name.
#USING THE IR AND WIIMOTE OSCULATOR SOFTWARE#
I've also downloaded Mansteri's QC plugin, that allows me to send OSC messages to the software I'm planning to use to compose my puppets : Animata. So far, I'v been able to track some blobs and have them rendered in QC. It's TUIO, wich means I'm able to grab that data in QC with the plugin available here. This input video goes through Community Core vision software, that allows me to send OSC signals. ( I tried using Wiimote, but it seems complicated since only 4 blobs are tracked. Let me remind you that I'm a complete dummy in QC !Īn actor wearing IR emiters ( ping-pong balls+IR lightspot ) is filmed with an IR cam (cam+ir filter), so that only blobs shows on the video. I'm working on a motion tracking project and got into QC for that.
