1. Boneloaf talk Gang Beasts at Playful 2014


    from wearemudlark Added

    Boneloaf reveal the true story behind the soar-away success of their violent cooperative game Gang Beasts.

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    • São Paulo Frenética


      from MAQUINNA Filmes Added 532 4 0

      Nós da MAQUINNA, paulistanos e apaixonados, decidimos homenagear São Paulo em seu aniversário retratando alguns momentos do frenético dia a dia de quem vive a loucura comum de acordar cedo, trabalhar, voltar para casa e ainda encontrar tempo para as coisas da vida. Todas as imagens foram filmadas entre dezembro/2012 e janeiro/2013. A São Paulo deste filme não é a cidade tipo exportação do turismo, é a cidade que todos nós aprendemos a conhecer e curtir com todas as suas camadas belas e duras. Mas mesmo dura e implacável, a cidade é linda e é sempre lindo andar na cidade de São Paulo, onde o clima engana, mas apesar da garoa, a terra é mais que boa. E nós, paulistanos apaixonados, envelhecemos felizes da vida nesta cidade... Música: Engram Artista: Bugseed Álbum: Critical Moment

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      • Hierarchical Cantilever Beam Physics for Tree Simulation


        from julian mann Added 140 0 0

        While at MPC in 2002, I wrote tools and did fx animation for many shots in the Whomping Willow sequence for Harry Potter and The Chamber of Secrets. The tree model in Maya consisted of a main character-like structure, controlled by character animators. From this structure grew many smaller secondary branches too numerous to animate by hand. I wrote a hierarchical cantilever beam solver to simulate the secondary branches. The system was inspired by a Siggraph paper on hair simulation, the main difference being that the forces and torques in this system are accumulated recursively through the hierarchical structure, instead of linearly as in a strand of hair. The system could respond to standard maya fields, custom plugin fields, and collisions. For example, the branches bounced off the car and ground, while gravity and turbulence were applied to help give the tree a little life while it was static. As the physics system knew about the accelerations along the branches, it could emit leaves and twigs based on the whomping impacts. Those leaves in turn were instanced to particles, and were made to flutter to the ground realistically with a plugin, called flutter, that calculated drag forces on the instanced geometry as it fell.

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        • Gamelunch: A Sonic Dining Table (ICMC07 version)


          from soundobject.org Added 214 1 0

          Alpha release of the Gamelunch (ICMC 2007 version)

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          • The Gamelunch and the Household Orchestra


            from soundobject.org Added 191 0 0

            Musical performance with the Household Orchestra of the Department of Electronic Music, Conservatory of Como.

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            • Gamelunch at CHI 2008


              from soundobject.org Added 125 0 0

              Documentation of the Gamelunch at CHI opening, Florence 2008

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              • event_OS: Drag a file


                from soundobject.org Added 106 0 0

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                • event_OS: Drag & Drop files


                  from soundobject.org Added 94 0 0

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