Archive For The “News and Technology” Category
IKinema Orion is an animation technology that uses a standard HTC Vive VR headset and trackers to deliver motion capture, as well as live body tracking for VR content. IKinema’s software body-solving solution helps position the figure according to the six tracked points: head, hands, hips, and feet.
Vive’s “lighthouse” laser tracking system uses base stations that sweep the play area with a vertical and horizontal laser line 100 times per second. The sensors on the tracker see the laser flashes and send timing data back to the computer, either through the HTV headset or wirelessly via a small usb rf dongle. With two or more base stations in line-of-sight, the trackers can triangulate their position in space. Remarkably, the system can scale to larger areas with additional base stations and additional trackers.
The required hardware is somewhat configurable. A headset, hand controllers, and two base stations retail for around $800, and individual trackers can be purchased at around $100 each. IKinema is licensing Orion at $500/yr per seat, making a complete system $1600 with the headset, or under $1400 for a 6-tracker solution with 2 base stations.
Tribeca Immersive’s Virtual Arcade featuring Storyscapes – explore and celebrate the art found in the virtual world. With 30 virtual reality (VR) and innovative interactive projects on display, Tribeca Immersive presents thought-provoking experiences and installations from top creators and emerging artists, including 20 world premieres.
Storyscapes, which celebrates its fifth year this spring, was created in 2013 to bridge filmmaking, technology, and storytelling. At the 2017 Festival, the Storyscapes juried showcase will continue to present new trends and innovative work across mediums that integrate various forms of audience participation with six VR and interactive installations focusing on emotion and the human experience. The projects tackle topics including an exploration of autobiography in VR, a hunger to connect with the world around us, recounting life in a concentration camp, perception and identity, and the secret lives of strangers.
Tribeca Immersive’s Virtual Arcade will be held April 21 – 29, 2017 on the fifth floor of the Tribeca Festival Hub located at Spring Studios, 50 Varick Street, New York, NY 10013.
The Peoples Film Festival (TPFF) is a 4-Day annual film festival designed to showcase the best in independent films from around the world.The festival features screenings from emerging producers, videographers, and filmmakers from all over the world, reflecting both traditional and avant-garde style films, with an emphasis on films that integrate multiple digital platforms using today’s new media & technology.
Tech People Expo is a free event within the festival that will feature a VR Lounge, Tech Exhibitors, VR and 360° Films, Workshops and Guest Panels. Julia De Burgos Performance & Arts Center June 3, 12–8pm
THE 6TH ANNUAL PEOPLE’S FILM FESTIVAL MAY 31 – JUNE 4, 2017 HARLEM, NY
El Barrio’s Artspace PS109, AMC MJ Theater, Maysles Cinema, Julia De Burgos Performance & Arts Center
El Barrio’s Artspace PS109 – 215 E 99th St, New York, NY 10029 / AMC MJ THEATER – 2309 Frederick Douglass Blvd, at 125 St / Maysles Cinema – 343 Malcolm X Blvd. /Lenox Ave at 127th St / Julia De Burgos Performance & Arts Center – 1680 Lexington Ave. @ 106th St.
The power of CAD architectural design with intuitive “stretch and pull” control handles directly on the models, all driven by powerful geometric and procedural nodes. Archimatix is several evolutionary concepts to swallow at once, but the smartly arranged workspace (2D-3D shapes on the left, manipulators and repeaters on the right) and infectiously ebullient training materials make the new concepts seem like the dawn of a grand adventure.
Immediately you can make geometric tunnels, platforms, and mazes just by extruding 2D shapes and compositing overlaying 2D patterns. In a few hours you’ll work out how to create dynamic rails, bridges, columns, and walls intuitively, just by exploring the node interface. When you do consult the manual, it exudes so much personality and humor it feels like a little reward – a user-friendly design feat in itself.
If Archimatix stopped there it would be an interesting plugin for Unity, but it goes to another level where you can give the models random and deterministic procedural design formulas. Walls fill in with windows, arches span between columns, corners follow special rules, skyscrapers grow to different heights…. Group nodes and expose certain parameters as control handles, then save them to the 3D library to re-use as dynamic “intelligent” models. It’s a game changer.
You’re not limited to architecture of course. How about a control panel that fills in with knobs/buttons? A table that adds more plates and chairs. A bookshelf that adds books… It’s not hyperbole to say the possibilities are endless!
PARAMETRIC MODELING – Create 3D models from 2D shapes using extrude, lathe, path sweep, etc. Combine and merge 2D composite shapes, and manipulate the resulting 3D meshes directly in Unity’s scene view by dragging outlines and control points.
PROCEDURAL NODES – Individual node settings provide granular control over smoothness, bevels, offset, and thickness. UV materials and collider types are handled automatically, and can be tweaked. Archimatix even creates secondary UV maps for light baking!
2D / 3D REPEATERS – Grid repeaters, line repeaters, radial repeaters… turn a column into a hall, a step into stairs, a post into a fence, a panel into a room, a wall into a multi-story building, a house into a village…. Add Unity prefabs to Archimatix repeaters to iterate particle systems, lights, 3rd-party meshes, even NPC’s inside your Archimatix models.
NODE LIBRARY – Save and re-use entire procedural node groups by editing and swapping nodes from the libraries. Make drastic changes to a floorplan while preserving style details like walls and rails, or instantly propagate a change throughout repeated architecture non-destructively. Buildings, props, entire game levels can evolve organically from pre-viz volume placeholders to final design, remaining editable and dynamic the whole time.
“INTELLIGENT” MODELS – Assign formulas and spatial relationships between various parts of the model. Add random jitter, scale, and rotation to arrays, or create flexible rules for repeaters. Dynamic models can be stamped into prefabs, creating an entire “city” of buildings or a variety of props that follow the same design rules. A building can have a ground floor and roof with any number of repeated floors in between, including connecting staircases.
CURRENT LIMITATIONS but FUTURE POTENTIAL –
• An API is promised that will allow dynamic models to be manipulated at runtime (Archimatix will become not just an advanced modeler but a revolutionary in-game mechanic!).
• no Deformers or 3D Boolean nodes yet. You’ll need other tools to accomplish these tasks.
• no OBJ Export… Trivial to use a free exporter for Unity, but you will wonder why Archimatix is “just” a Unity plugin. Seriously, I would have paid the same price (or more) for stand-alone software! With a few tweaks Unity is a plugin for Archimatix!
• no SVG/vector/font Import. For now we have to use the Freeform 2D shape tool or “turtle” script. Nodes for importing 2D data shouldn’t be difficult. Expect them in updates.
• The 3D Library jumps from a few basic primitives to full blown Italian villas, LOL! It leaves a pregnant gap of potential add-ons, in all genres and styles. An AX file exchange and 3rd-party artist support could make AX into a design platform, not just a modeler.
Cinequest Film & VR Festival (CQFF) in San Jose / Silicon Valley: Set in the home of the world’s most influential media technology companies (Apple, Cisco, Facebook, Twitter, Netflix, LinkedIn etc.) CQFF showcases premier films, renowned and emerging artists, and breakthrough technology—empowering global connectivity between creators, innovators and audiences.
February 28 – March 12
Morph3D has announced Artist Tools to create clothing, hair, and props for their figure system. The tools are free to use until June 2017, when a TBA subscription fee kicks in. A number of licensing restrictions also apply, including a share of any in-app purchases where the tools would be used to create add-on game content.
Read full user agreement here
The Morph Character System (MCS) has already impressed the game, application, and VR world by rolling out the ability to create realistic custom avatars. That means game designers can build or even let their players build their own unique, high quality characters. It is this very flexibility that has platforms like High Fidelity and VR Chat jumping on board.
At the heart of that value proposition this is the ability to have add-on content that will change and fit to any character type or shape.
Now, with the launch of Morph 3D’s Artist Tools game designers can take characters even further by designing their own content to be used with MCS. This allows an artist to make content that will change dynamically and work for a huge variety of characters and applications. Additionally, it means that artists will be able to work with Morph 3D to sell their work to the growing number of app and game developers also using MCS.