polygon creation with wireframe
polygon creation with wireframe
Hi, I'm doubtful this would be easy to do, but maybe I'm wrong...
The ability to create a polygon using a mouse to point and click, creating a box on each corner (wireframe), so you could drag each corner into position and make a complicated shape, e.g. a star or an abstract polygon.
Why? Because this would make precise video mapping possible in magic. Looking at standard video mapping programs, creating the wireframe seems the main function necessary for mapping complex objects, e.g. buildings. Having a wireframe polygon would be a cheap way to open magic up to more complex mapping.
Alternatively I think the only way to do mapping on complicated shapes currently would be to sprout magic to another program.
Regards!
M
The ability to create a polygon using a mouse to point and click, creating a box on each corner (wireframe), so you could drag each corner into position and make a complicated shape, e.g. a star or an abstract polygon.
Why? Because this would make precise video mapping possible in magic. Looking at standard video mapping programs, creating the wireframe seems the main function necessary for mapping complex objects, e.g. buildings. Having a wireframe polygon would be a cheap way to open magic up to more complex mapping.
Alternatively I think the only way to do mapping on complicated shapes currently would be to sprout magic to another program.
Regards!
M
Re: polygon creation with wireframe
I can't find the post right now, but there was a discussion about being able to do things by using the mouse in the Magic window. But, this is very difficult in the context of a modular interface. Since everything in Magic is created/controlled by modules, and there could be many different layers of modules, how do you associate a particular module with the mouse actions? There's no easy answer. I'm not saying it's impossible, just very complicated.
Re: polygon creation with wireframe
Yes, I thought that it would be complicated, specifically relating to the mouse pointer. I'm still thinking if there's some workaround.
What about a polygon module where you could create vertices, each with an x / y parameter, and the ability to 'add' vertices, so you could create as many sides as you want, and then move them into place using the x/y? So it would look something like this:
vertice#1: x 0 y 0
vertice#2: x 1 y 0
vertice#3: x 1 y 1
[add vertex]
...
What about a polygon module where you could create vertices, each with an x / y parameter, and the ability to 'add' vertices, so you could create as many sides as you want, and then move them into place using the x/y? So it would look something like this:
vertice#1: x 0 y 0
vertice#2: x 1 y 0
vertice#3: x 1 y 1
[add vertex]
...
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Re: polygon creation with wireframe
Neat! The selected polygon module and the active coordinate box within it would then be uniquely associated with the mouse actions.
It would be totally consistent with the present UI to use up/down movements of the mouse to position a vertex on one axis at a time, so you would position a particular vertex X by selecting the X coordinate box for that vertex and dragging the mouse up/down to move the vertex right/left. Positioning the vertex Y would be by selecting the Y coordinate box for that vertex and dragging the mouse up/down to move the vertex up/down.
For quick adjustments it would be more intuitive if X and Y mouse dragging could be used simultaneously to position a vertex in both dimensions, which is perhaps what you had in mind. I think this would add extra complexity, as for consistency and precision it would still be necessary to be able to fine-trim a vertex position on one axis at a time, as one can with the Translate module.
Offhand, I can't think of any interface elements in Magic that have simultaneous two-dimensional control, so it could be much more work to implement - and therefore much less likely (at least in the first version of your desired module).
Would you be happy if you had to adjust X and Y independently for each vertex?
It would be totally consistent with the present UI to use up/down movements of the mouse to position a vertex on one axis at a time, so you would position a particular vertex X by selecting the X coordinate box for that vertex and dragging the mouse up/down to move the vertex right/left. Positioning the vertex Y would be by selecting the Y coordinate box for that vertex and dragging the mouse up/down to move the vertex up/down.
For quick adjustments it would be more intuitive if X and Y mouse dragging could be used simultaneously to position a vertex in both dimensions, which is perhaps what you had in mind. I think this would add extra complexity, as for consistency and precision it would still be necessary to be able to fine-trim a vertex position on one axis at a time, as one can with the Translate module.
Offhand, I can't think of any interface elements in Magic that have simultaneous two-dimensional control, so it could be much more work to implement - and therefore much less likely (at least in the first version of your desired module).
Would you be happy if you had to adjust X and Y independently for each vertex?
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Re: polygon creation with wireframe
I think Solid and Line Width options would be neat additions, giving the additional possibility of an arbitrary un-filled outline.
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Re: polygon creation with wireframe
that's very interesting, it could be a useful feature
Re: polygon creation with wireframe
Hi Terry,
I think the simpler implementation you described would be completely adequate, where you adjust the x and y coordinates seperately - I actually can't see a need to edit them both together. In fact the more I think about it, having a wireframe controlled by a mouse, as I originally thought, is unnecessary - it would be quicker, but not much at all. Being able to change the parameter by the mouse, and watching it move in the magic window, would be enough for great precision.
Also, if you were mapping a building, certain parts repeat (e.g. the windows), so if you created a polygon shape for a single window, you could then just copy the module, and add an extra translate module to move it into place. Especially with the magic capabilities of nesting scenes, creating a complex mapping would be very do-able.
And I agree, solid / line width would be a great feature, which I'd expect would be easy to add on. I could imagine layering vectors with duplicates with outlines to create complex mappings. You could also achieve the same effects that all the commercial mapping programs do - they always run the same clique bank FX, such as making the outlines 'pulse', or making the vectors wobble. The complex 3D transformations they usually do on building mappings, which would require a skeleton frame, they actually don't look that good. All you need to do great building mapping is layers of masks, which magic already does.
I think the simpler implementation you described would be completely adequate, where you adjust the x and y coordinates seperately - I actually can't see a need to edit them both together. In fact the more I think about it, having a wireframe controlled by a mouse, as I originally thought, is unnecessary - it would be quicker, but not much at all. Being able to change the parameter by the mouse, and watching it move in the magic window, would be enough for great precision.
Also, if you were mapping a building, certain parts repeat (e.g. the windows), so if you created a polygon shape for a single window, you could then just copy the module, and add an extra translate module to move it into place. Especially with the magic capabilities of nesting scenes, creating a complex mapping would be very do-able.
And I agree, solid / line width would be a great feature, which I'd expect would be easy to add on. I could imagine layering vectors with duplicates with outlines to create complex mappings. You could also achieve the same effects that all the commercial mapping programs do - they always run the same clique bank FX, such as making the outlines 'pulse', or making the vectors wobble. The complex 3D transformations they usually do on building mappings, which would require a skeleton frame, they actually don't look that good. All you need to do great building mapping is layers of masks, which magic already does.
Re: polygon creation with wireframe
With regards to mouse control - perhaps temporary binding to the mouse or OSC would be convenient?
Re: polygon creation with wireframe
Perhaps from 2016: https://magicmusicvisuals.com/forums/vi ... ndow#p4303Eric wrote:I can't find the post right now, but there was a discussion about being able to do things by using the mouse in the Magic window.
Re: polygon creation with wireframe
Yes, that's it, thanks. Good searching.
Here is another post that may be helpful: https://magicmusicvisuals.com/forums/vi ... 4642#p4642 . It demonstrates how you can use the Model module to generate polygons with a list of vertices in a text file.
Here is another post that may be helpful: https://magicmusicvisuals.com/forums/vi ... 4642#p4642 . It demonstrates how you can use the Model module to generate polygons with a list of vertices in a text file.
Re: polygon creation with wireframe
Sadler,
What is that “Perspective_Warp” module)
What is that “Perspective_Warp” module)
Re: polygon creation with wireframe
Hey, the perspective warp is adapted from Inigo Quilez: https://www.shadertoy.com/view/lsBSDm