A new release out with some bug-fixes and one new feature: ClipSynth and EffectChain Presets now saves and loads the custom name of the gadget, if set.
Archive for May, 2012
“LPM offers the unique opportunity to experience 4 days of audiovisual performances, VJing, workshops, panel discussion, product showcases presented by hundreds of VJs, audiovisual artists, new media professionals and thinkers from around the world.
A real meeting place, a space that fulfills an important opportunity for dialogue and exchange, LPM encourages research, experimentation, the encounter between different forms of artistic expression, the interaction of multiple techniques and digital technologies, analog, software and hardware. LPM is an unmissable spectacle during which the audience has the chance to meet the world’s largest selection of artists active in the field of live video performances.” – via http://2012.liveperformersmeeting.net
We will hold 2 workshops during the event:
Meet you there!
The basic idea behind this technique is sending only one layer which includes multiple sources, then divide it in MadMapper. First off all, the most important thing is setting up the required rendering settings in CoGe:
#1 Set up rendering dimensions we need
CoGe deals with 2 types of rendering sizes. The Main Output Rendering Size is the dimension of the outgoing picture from the Master Mixer. We can set up a different rendering size for layers (ClipSynths, SyphonSources and VideoInputs). After we decided how many layers we want to use, we should change the Main Output Rendering Size’s Width to match the following formula: layerwidth x number_of_layers. We will use layers with 640×360 resolution in this tutorial.
#2/a For 3 layers, use a Mixer module
Using just 3 layers is the easiest solution. You just need to create 3 layers – 3 ClipSynths for example – then load the TripleHead mixer module – from the Heads2Go category. This module will do the rest for us: placing the 3 layers next to each other.
#2/b For 4 or more layers, use a Layer Group
For more then 3 layers you can use a Layer Group, put all layers you want into it, then create an EffectChain for each with the Positioner FX, then scale down and position them next to each other.
#3 Splitting layers into quads in MadMapper
If you done all the steps below, open MadMapper then create as many quads as you want and split CoGe’s Master Mixer Syphon texture to smaller pieces – you already know those steps from the previous MadMapper tutorial. But some tips: you can switch the viewing orientation to horizontal in MadMapper by hitting Command-Shift-O, and in the Menu/View/Change Preview Background menu item you can load a suitable background picture.
That’s all folks – for now!
I am very happy to announce CoGe 1.3 is just released! It is the biggest update I ever made, includes more then 20 features and improvements, and also important fixes for bugs found since the last 1.2.1 release. I wrote about the most interesting new features in the last couple of weeks, but if you missed them, here is a small list of them:
- Extended movie playback functions
- Video Inputs
- MIDI/OSC Talkback
- Media Banks
- Enhanced Sliders
- Momentary control of Buttons with Key/MIDI/OSC bindings
- From this version CoGe can update and install new modules within a release
Have a nice weekend, and have lot of funs with the app, and as always, let me know if you run into any issues!
The most requested features since CoGe 1.0 released were related the movie controls, such as playback movies with audio and also rooting of the audio channels, hold/blank frame at movie’s end, scratching and more.
So after the 1.2.1 release, I started designing and developing a custom plugin for Quartz Composer – since CoGe plays media files through QC – which uses the QTKit and Quicktime frameworks, makes those functions working and well, implements a kind of talkback with CoGe. After spending almost one hundred hours on development, I came up with a solution, yay!
In CoGe 1.3, you’ll meet this new movie Player module, with the name CoGeMovie, and it has the following functions:
- plays the audio channel of movies
- you can select the destination audio device, ie. audio routing
- adds a slider for view and control movies current position (playhead)
- loop, mirrored loop functions, also no loop function with hold blank/last frame at loops end, or trigger next slot
- start a loop from the last played position on trigger
Better the see it in action:
That’s all for now guys, hope you found this useful, and wanna try it yourself tomorrow, after CoGe 1.3 will be released!
Animated gifs seems to be in renaissance in the last couple of years, its a popular format again. However, it seems to a not well supported format, or people just don’t know how to use them in the live visuals/installations field, so here we go, just sharing my experience:
Tip of the day #1: Quartz Composer supports animated gifs.
Indeed, and in two different ways. First of all, you can access all the frames of an animated gif. To do that, simple load it with an Image Importer patch, and check on Extract All Images on the Inspector of the patch. This way the patch will create a structure type output, and you can access individual frames via Structure Index Member patches.
The second option is much more useful. You can playback animated gifs as well! You just need to use them like video files, so load them with Movie Importer instead of Image Importer! The video below demonstrates the magic:
Tip of the day #2: CoGe supports animated gifs…
since the software uses Quartz Composer for media playback. You just need to use a Movie Player module for playback instead of a Still Image player. The best way is just set it up in Auto Player Select introduced in CoGe 1.2, the video below demonstrates this technique:
That’s all. Thanks the great example gifs for Pixelnoizz!
If you experience problems with this in Quartz Composer, you may need to install the good old Quicktime Player 7, haven’t tested without it.
The second on the list of most wanted features in CoGe was the possibility of using cameras in a better way. A better way, because CoGe already had a Player module for that, but it can only used the system wide default video input device.
So, I’m very happy to announce the Video Input gadget, a new, Quicktime-based layer source in CoGe 1.3.
The VideoInput Gadget in CoGe supports the use of Quicktime-compatible video input devices (connected via USB, FireWire, PCI or Thunderbolt) such as (web)cams, digitizers and capture cards as a Layer Source. A VideoInput Gadget has its own Syphon Server like any other Layer Sources in CoGe.
That’s all folks, for now, CoGe 1.3 will be released at the weekend!