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FFGL Plugins

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BaconMKII
Posts: 36
Joined: Mon Jun 02, 2014 8:31 pm

FFGL Plugins

Post by BaconMKII »

Making a thread for everyone to post working links to their favorite FFGL plugins. I'll start,

Hive8 over on the Resolume forums is taking requests and is making some plugins:
http://resolume.com/forum/viewtopic.php?f=5&t=11188 download links on page 8

Big Fug plugins are some of my favorites
http://www.bigfug.com/software/
Ive purchased the glitch and feedback plugins and use them a lot in resolume.

1210 visuals has some great plugins as well:
http://www.1210visuals.net/index.php?op ... &Itemid=56
So far Ive only tried using multistrobe and its great!

Dropshadow plugin from vjsmad on Resolume forums:
http://resolume.com/forum/viewtopic.php?t=8506

Fireworks plugin from resolume:
http://resolume.com/blog/7610

Hybrid visuals Game of Life and Whitney plugins:
http://www.hybridvisuals.nl/category/downloads/

sfFreeFrame plugins (Working, One of the plugins caused Magic to close after a while):
http://sffreeframe.sourceforge.net/

irKeystone from Visution:
http://visution.com/new-freeware-ffgl-p ... correction

irCosmic Pack from Visution Demo (havent tested these yet):
http://visution.com/cosmicpack

Vjfx OpenNI Kinect plugin(haven't tested yet):
http://vjfx.com/main/en/mmblog/mmblogin ... -plugins-2
I wasn't able to get this to work in resolume with any combination of kinect drivers. Maybe it will work here?
daSpeed
Posts: 4
Joined: Thu May 15, 2014 8:43 pm

Re: FFGL Plugins

Post by daSpeed »

awesome thanks, i was just coming here to ask where to get more plugins...

also, i have resolume and i found out that all the vfx plugins work in magic... pretty nice cuz there's a lot of them!!
BaconMKII
Posts: 36
Joined: Mon Jun 02, 2014 8:31 pm

Re: FFGL Plugins

Post by BaconMKII »

Big Fug FreeFrame 1.0 Wrapper, havent tested this yet
http://vjforums.info/threads/freeframe- ... rgl.32256/

Pete Wardens plugins (Wont Work, 1.0)
http://troikatronix.com/download/freeframeplugins/

Thanks for the heads up on the resolume plugins, I was gonna test those are well.
This update is great! :D
Magic
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Re: FFGL Plugins

Post by Magic »

Thanks guys, this is all really helpful!

Just one thing to be aware of though: Magic isn't compatible with FreeFrame 1.0 plugins. They're much too old and slow now, and I'd have to make Magic worse in order to support them.

But, anything that uses FreeFrame 1.5 should work. If not, definitely let me know.

Eric
BaconMKII
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Joined: Mon Jun 02, 2014 8:31 pm

Re: FFGL Plugins

Post by BaconMKII »

Eric, Do you know anything about this plugin:
http://whorld.org/index.html

Ive used it before with FFrend. I had both the regular and ultra plugin installed, and the params show up in magic but nothing is displayed. I can't tell if its 1.0 but I suspect it is. Also, do you thing that Bigfug 1.0 wrapper would work at all?
Magic
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Re: FFGL Plugins

Post by Magic »

Hmm, it looks to me like that one is 1.0. Not sure though.

I tried to download the Bigfug wrapper multiple times but either the file is corrupted or it's detected as malicious. Do you have a working copy you can post a link to?
BaconMKII
Posts: 36
Joined: Mon Jun 02, 2014 8:31 pm

Re: FFGL Plugins

Post by BaconMKII »

This page has the latest version, which was also listed in the other link. Hopefully this version works fine.
http://www.bigfug.com/software/freeframe/

Ive also tested the handful of fx available in this:
http://sourceforge.net/projects/freefra ... .5%20FFGL/
They're all working in Magic
Magic
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Re: FFGL Plugins

Post by Magic »

Ok that link works, but it seems to be missing some files, so I can't load the plugin. Were you able to get it to work?
BaconMKII
Posts: 36
Joined: Mon Jun 02, 2014 8:31 pm

Re: FFGL Plugins

Post by BaconMKII »

Nah, I haven't tried it yet myself. I'm having too much fun putting together a couple visual sets with all the new plugins
damstraversaz
Posts: 176
Joined: Tue Aug 26, 2014 11:22 am

Re: FFGL Plugins

Post by damstraversaz »

one little thing about FFGL fugscope from bigfug (http://www.bigfug.com/software/freeframe/) You need to add a module to the input or it does not show anything. It works with Video and GLSL shader only connected to the input ( works too if you connect a ffgl source like solid color if you have resolume) . FugpowerGL does not have this issue and you can use it like any source.I prefer to post this as this could happend with some others FFGL.
Btw bigfug's plugins are very powerful and flexible FFGL plugin and the price is very low.
BaconMKII
Posts: 36
Joined: Mon Jun 02, 2014 8:31 pm

Re: FFGL Plugins

Post by BaconMKII »

A friend of mine was able to get that kinect plugin I posted above to work. I'm going to try again and post results here.
damstraversaz
Posts: 176
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Re: FFGL Plugins

Post by damstraversaz »

I try visution IR mapio 2 ( registered license) http://visution.com/ and it seems to be an issue with magic.The FFGL does not load as it should and the system ask me to find some dlls for exemple Qt5Core.dll. I have tested this on 2 different computers ( windows 7 64 bits, intel hd and windows 7 64 bits nvidia gforce) and there is the same issue, , although it works fine with resolume on both systems. I'm not sure this is related to magic , as mapio is a complex ffgl, and will contact the visution team, but I prefer to report.
For solving this, you need to copy all the .dll from your visution folder ( C:\Program Files (x86)\Visution\Mapio2 Lite) to magic's folder. there is no need to copy the other files (for exemple Mapio2Lite.exe)
there is a spout support for mapio, but it's still beta, and using magic's output features with mapio ffgl is a lot more powerful and easier ( and some computers does not support spout ).

Damien
Magic
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Re: FFGL Plugins

Post by Magic »

Magic will search the following locations for any additional dll's that are required by FFGL plugins:
1) The location of the FFGL plugin itself.
2) The location of Magic.exe (for 32-bit Magic, this is generally C:\Program Files (x86)\Magic).
3) The Windows dll folder (generally C:\Windows\System32 or SysWow64 or something like that).

So, as you realized, one way to do it is to copy the additional dll's to where Magic.exe is.

But, in my opinion, the easiest way to do it is #1 (the location of the FFGL plugin itself). So, I made a separate folder on my computer called "ThirdPartyModules", and I added this folder to the Additional Module Folders in Magic. Then, in my ThirdPartyModules folder, I made subfolders for all my various modules, and I copied them there. If they required any dll's, I also copied them there.

Hope that helps.
Eric
damstraversaz
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Re: FFGL Plugins

Post by damstraversaz »

Thanks Éric, it helps a lot. The issue with mapio is related to the installation program : the main folder contains the mapio.exe file and all the dlls, and there is a a subfolder named ffgl with only the ffgl dll.
That' s a great tips, may I suggest to had this in the manual ?
About the kinect ffgl, I tried it with resolume last year and will make a try with magic soon. We spoke a little with the dev last year, mostly about the driver ( the zingfu installer). There is a know issue with this ffgl, it works but after sometimes the output freeze and you must close the software, so it's not really usuable actually. For using a kinect mask with vj software, I 'm actually use this method:
Vvvv with a simple kinect patch. The output is a directx windows. Then i capture the output with dxtory, and route the this to the vj software using dxtory source ( dxtory output is show as a camera) it works perfectly, cpu use is very low and fps high. I have a better result with this than with the spout ffgl.
BaconMKII
Posts: 36
Joined: Mon Jun 02, 2014 8:31 pm

Re: FFGL Plugins

Post by BaconMKII »

My friend was able to get it to work by signing the kinect driver as instructed here: http://www.ni-mate.com/faq/
From what he told me he didnt use any other drivers or software, including ni-mate, in order to get this to work. Only the ones that were listed on the vjfx page.

When he first told me, I didnt believe it as I tried all combinations of primesense/nite/kinect/etc. But Ive seen him using it.

In the past Ive done something similar to your suggestion. Modified a sketch in Processing to use the kinect depth information as a mask, and then used Spout to bring it into Resolume or Magic. Im curious about your vvvv method and the difference in cpu/fps. Would you link me to tutorial on how to do that?
damstraversaz
Posts: 176
Joined: Tue Aug 26, 2014 11:22 am

Re: FFGL Plugins

Post by damstraversaz »

I will send you this, not yet as I don't have my computers this weekend.
Terry Payman
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Re: FFGL Plugins

Post by Terry Payman »

Further to the link to 1210 Visuals their FRParameters plugin makes an awesome addition to the Transforms folder.
Width, Height, Scaling, Position XY, Rotation XYZ, Anchor XYZ all in one plugin!

I found their FrFunkyColor-beta plugin caused start-up problems (Magic hung on first attempt, started on 2nd attempt). Didn't investigate in detail as the function is not nearly so useful, and simple enough to roll-my-own if I needed to.

UPDATE June 2020 (as 1210visuals.net has disappeared)
For anyone still wanting 32-bit plugins, and wishes to use this one despite Eric's comments below, the awesome Wayback Machine has this plugin archived
https://web.archive.org/web/20190404005 ... &Itemid=58
blackdot
Posts: 528
Joined: Sun Jul 06, 2014 10:18 pm

Re: FFGL Plugins

Post by blackdot »

Just hypothetically speaking, what programming language would i have to learn to write ffgl plugins myself? Also glsl, like the other kind of plugins that can be used in magic?
Magic
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Re: FFGL Plugins

Post by Magic »

Terry Payman wrote:Further to the link to 1210 Visuals their FRParameters plugin makes an awesome addition to the Transforms folder.
Width, Height, Scaling, Position XY, Rotation XYZ, Anchor XYZ all in one plugin!

http://www.1210visuals.net/index.php?op ... &Itemid=58

I found their FrFunkyColor-beta plugin caused start-up problems (Magic hung on first attempt, started on 2nd attempt). Didn't investigate in detail as the function is not nearly so useful, and simple enough to roll-my-own if I needed to.
Thanks Terry. One thing to note though is that FFGL effects "render" the 3D geometry of the scene into a 2D image, and thus they tend to use more processing power. So it's almost always better to use Magic's built-in modules if there are ones that do the same thing. In particular, Magic's Transform modules incur almost no performance hit. I'd be happy to go into more detail if you'd like.
Magic
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Re: FFGL Plugins

Post by Magic »

blackdot wrote:Just hypothetically speaking, what programming language would i have to learn to write ffgl plugins myself? Also glsl, like the other kind of plugins that can be used in magic?
FFGL uses C++. It's harder to learn than GLSL, but gives you a lot more functionality.

Were you looking to implement a specific effect?
blackdot
Posts: 528
Joined: Sun Jul 06, 2014 10:18 pm

Re: FFGL Plugins

Post by blackdot »

Nono just general interest. Unfortunately i cannot program and c++ would take a lot of time to learn :). Did a few c# and python tuts, but c++ is rather less "human readable" i assume.
Wajsar
Posts: 5
Joined: Mon Apr 13, 2015 4:09 pm

Re: FFGL Plugins

Post by Wajsar »

Hi everyone,

I can't run FFGL plugins. Maybe I do some mistake, because I am very new in live video making. Please check it:

1. I downloaded Magic 1.55 /I am still on Mac 10.6 - maybe that's the issue/
2. I downloaded http://www.1210visuals.net/index.php?op ... &Itemid=58 for Mac OS
3. I unpacked the .zip file
4. I opened Magic, went to Help - Additional module folders, found the appropriate folder, click "Yes"
5. I restarted Magic
6. Nothing happened with the menu "Add"
7. I went like "Ouch..."

:) I will be very kind for every advice, I like Magic a lot, cos it is really simple and effective, but more FX is never bad thing!

Thank you guys!

Petr
Magic
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Re: FFGL Plugins

Post by Magic »

I think the problem is that you have to run Magic in 32-bit mode to use most FFGL plugins.

Select Magic in Finder, press Cmd+I, and click the box that says "Open in 32-bit mode".

See https://magicmusicvisuals.com/downloads ... .html#FFGL for more info.

Let me know if it helps.
Wajsar
Posts: 5
Joined: Mon Apr 13, 2015 4:09 pm

Re: FFGL Plugins

Post by Wajsar »

Oh, yes!!!

Seems to be kind of telepathy, I have just found it myself!

I am sooo looking forward! Have a great time and thanks for help!

Petr
Syd
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Re: FFGL Plugins

Post by Syd »

FFGL uses C++. It's harder to learn than GLSL, but gives you a lot more functionality.
One pretty awesome exception worth noting:

The Spout team recently released this really killer template https://github.com/leadedge/ShaderLoader/

Which allows you to drop fragment shaders straight in and compile.

see here for implementation: https://github.com/leadedge/ShaderMaker ... r.cpp#L123 *


*note: I've linked to a specific commit so the link to the line remains consistent, it might not be the most current at the time you're reading this.
OblongBox
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Location: Stockholm
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Re: FFGL Plugins

Post by OblongBox »

Sorry for a bit of thread voodoo

But did the Fug Glitch plugin work? If so, how did you get it to work?
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