Latest research and development from a long night and neverending morning… =)

(Viewport render+Krakatoa element)

Brekel Kinect Mocap Data combined with Brekel Kinect Point Cloud Scan (which capture simultaneously thanks to Brekel Body Pro) … .prt format for capturing point cloud.. .fbx to get precise and aligned bones to the .prt, .bvh for rigged character, transferred velocities by emitting fume off the character mesh and a frost mesh of the kinect cloud, which then picked up the velocities from the rigged mesh 'inside' it to then spawn (colored!) particles (STOKE! thinkbox) directly from the kinect captured particles (that dont have velocities) advected by the fume velocity grid =)

Seperate objects were baked for head and hand to control other elements in the scene (i.e. the height of the hands control up-down movement of boxes, or the head rotation controlls box array behind)

Starting to explore how human motion can create and interact with the audio-visual elements and world around itself. Exciting!

W // Double You
Berlin based Visual Label by Martin Stebbing and Ian Clemmer

Sound Design:

Software: 3ds Max - Pflow - FumeFX - Krakatoa - Stoke - SpaceTravel Script

Brekel Pro Body - Motion Capture Data + Kinect Point Cloud Scan

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The best of the best. Focus on abstract.


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