Inspiring Inspiration #9

A collection of cool video, motion graphics and interface design, mostly if not all from Vimeo…

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Retrieving and using blob size from CCV with AS3

One thing I have been wanting to do for a quite a while now with my touch screen is use touch size data to determine the size of lines drawn on the screen. The other day I finally got around to researching experimenting with CCV. It turns out that CCV can send the width and height of blobs along with coordinates and other data but its not turned on by default and there is no option in the GUI to turn it on.

Here’s a quick demo using a paint brush:

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Inspiring Inspiration #7

A collection of cool video, motion graphics and interface design, mostly if not all from Vimeo…

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New Showreel!

I have just uploaded my new showreel to Vimeo. A couple weeks ago I was listening to TripleJ in the car and I heard this amazingly bizarre, vintage, sci-fi, horror metal song come on. Unfortunately I missed what it was called or who the artist was so I spent ages trying to figure it out. READ MORE

Paint mixing with PixelBender

In my post yesterday I was demonstrating my attempt to create a drawing app using Stage3D for graphics acceleration. As it turns out Stage3D is not built for this kind of ‘per pixel’ manipulation on a drawing canvas. I mentioned at the end of the article that I might explore PixelBender as an alternative for the number crunching. So here it is, my first attempt at building my own Shader in PixelBender for paint mixing.

As you may already know, PixelBender is a a shader language built by Adobe that can be universally used between applications such as Flash Player, Photoshop and After Effects. It is based on the OpenGL Shading Language (GLSL) and is similar to C++. It can be used with Flash to create custom bitmap filters, effects or even to hand off some complex calculations. The great thing about using Pixel Bender is that it runs in a separate thread to Flash Player and can use multiple threads and even multiple cores. So the heavy lifting doesn’t lock up the Flash Player and can run parallel. This makes for some much, much faster processing.

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Painting with Stage3D using Starling

I’ve been trying to find ways to improve the performance of paint mixing with Flash and I though I could try using Stage3D for hardware accelerated graphics. But then I realised that Stage 3D is optimised for polygons and 3D models so it was probably not the best solution. I wanted to see if it was possible anyway and thanks to the Starling Framework and a bit of help from Thibault Imberts book it turns out its possible using the RenderTexture on an Image object, but it’s not really possible to do any complex drawing. Starling’s Image object is the equivalent of the Bitmap class, which is using to display any BitmapData. I made an example which you can see below.

By creating a RenderTexture for an Image object, you can use the RenderTexture’s draw() method to draw another Image’s texture onto it. This is similar to using BitmapData and draw() to draw one bitmap onto another.  But Stage3 doesn’t use pixels, it uses textures mapped to triangles instead therefore at this stage  it’s not possible to use something like getPixel() for get colour data from the ‘canvas’.
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Inspiring Inspiration #6

A collection of cool video, motion graphics and interface design, mostly if not all from Vimeo…

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Spray Paint Stencils in Flash – V2

Well, here we are with version 2 of my Flash spray paint stencils. I’ve been meaning to do a post on this for a while now! This time the paint is rendered much quicker by doing away with an embedded for loop that was in V1. This time instead of looping through each pixel on the canvas, I am drawing using copyPixels utilising an alpha bitmap as an alpha channel and matrices to transform them correctly based on the scale, rotation and position of the stencil movieclip. Another cool feature I added was a ‘muck’ layer on the stencil. Now paint that was on top of the stencil stays on the stencil – just like in real life!

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PixelPerfect digital art wall

Update: It has come to my attention that some companies have been claiming that Classy Event Group is just a software reseller for Virtual Graffiti Wall. This is entirely untrue. I have worked with Classy Event Group to design and develop this software for them. Classy Event Group is the sole owner of this software and it is not available anywhere else.

PixelPerfect is a digital art wall app I built for Classy Event Group using Adobe AIR. After seeing a video I posted over at the  NUI Group forums they asked me to build a customised version of my stenciling and painting app for their digital art wall. PixelPerfect uses a new stencilling method which I developed which is not only heaps faster, it also leaves paint on the stencils – something which we hadn’t seen before in previous stencil applications. The app has the ability to load in background images and transparent foreground images and the saving and printing of creations. The service provided by Classy Events Group also enables a photobooth function. The app watches a folder for photos and a DSLR saves images to the folder enabling the user to instantly pull up their photo and draw on it.

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Experiences with Flash, AIR and iOS

Well I’ve been pretty busy latey and not much has happened on here for over month. I decided I should post some work and experiments I have been doing with building iOS apps with AIR for iOS. So below is a series of video demos of some experiments and actual projects I have been doing recently. All apps were compiled using Flash CS5. Note that none of these apps are available in the public app store.

Adventure Golf

Adventure Golf is a simple mini golf game I worked on for a client last year which was written in AS2. I decided to see how easy it was to build existing games for iOS so I converted all the AS2 to AS3 with minimal code changes/optimisations and Published for iOS. All graphics are pulled from the Flash library, with levels laid out on the stage on different frames. The hardest thing I had to do was resize the stage. Everything else just worked and I was surprised at how well it did considering it was converted from old AS2 code. I would like build this into a full app one day when I have lots of spare time!

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