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    • E

      [ANSWERED] Jump around movie player
      How To... ? • • eamon

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      DusX

      Also, on the topic of time-code, perhaps this bundle of add-ons will be useful to you.

      https://troikatronix.com/add-o...

    • P

      [ANSWERED] Retrieving live data from website
      How To... ? • • pellemolde

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      bonemap

      @pellemolde

      Hopefully the previous steps assist in getting you a successful request from metalpriceapi.com?

    • T

      New av screens
      Developers • • Tr742

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      Woland

      @mark_m said:

      I would never upgrade anything just before a major tour... that's kind of asking for trouble!

       I second this.

    • S

      [ANSWERED] External Counter Document
      How To... ? • • simon100

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      S

      Thanks @Michel @bonemap - exactly what I needed. And for the timestamp bonus @dbini @Woland 👌

      Much appreciated!

      S

    • M

      Creating a user initiated trigger
      How To... ? • • Miawa

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      bonemap

      @miawa

      download example 9-tile game

    • CitizenJoe

      Edge Blend Mask and Cross Fades
      How To... ? • • CitizenJoe

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      DusX

      @citizenjoe said:

      this worked

       Great!
      not exactly what I imagined, I though you might animate the 'bottom width' value. Interesting you need to toggle the visible (mental note taken).

    • RWillats

      External Trigger Hardware
      Hardware • • RWillats

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      Paz

      @woland @dbini these Pipo interfaces look great! Unfortunately I'm gonna have to wait until January until the next batch is available. Are these available anywhere else?

      Best wishes,

      Simon

    • CitizenJoe

      [ANSWERED] Scene Line bug?
      Troubleshooting and Bug Reports • • CitizenJoe

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      Woland

      @citizenjoe said:

      I didn't think about the tip of simply hiding part of the name!

      Well, you couldn't have because you didn't know it was a pixel limit and not a Scene Limit ;)

      This issue is one that really annoys me personally, so once we have this next release out the door, I'll see what I can do about pestering one of the programmers to get this bug fixed.

    • G

      Audio Interfaces under Windows for Theater Productions: Which One? Updated question
      Hardware • • Gaspar

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      bonemap

      @gaspar

      I have had growing connectivity issues with my focusrite Clarett pre8, but It is stable at the moment when wired into a desktop setup. The unit is a bit older now and has a Thunderbolt 2 interface. I assumed that some of my issues were a result of having to use converter dongles and docking devices to use the Thunderbolt 2 interface with current types of connectivity. When the interface is physically connected but not connected in software, I go back to the focusrite control app and it is usually also not detected there either- at that point I try to restart everything. I did have some nasty noise coming from one monitor when using Isadora directly with the focusrite - which was a surprise - but I turned everything off and restarted and didn’t have another hint of it. 

      I have used Motu and Behringer interface before - some time ago - I was happy to leave the Behringer behind and have had less issues with the focusrite than I did have with the Motu.

       I think it will be great when Isadora releases a major audio update.

      Best wishes

      Russell

    • M

      [ANSWERED] Creating a user initiated trigger using horz/vert pos.
      How To... ? • • Miawa

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      Woland

      @miawa said:

      using motion tracking within the patch to move pieces up/down/left/right

       This motion tracking tutorial file of mine may also be helpful: https://troikatronix.com/add-ons/tutorial-basic-motion-tracking/

    • CitizenJoe

      [ANSWERED] Soft edge crop improvement?
      How To... ? • • CitizenJoe

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      Woland

      @citizenjoe

      @eMTv made a neat feather crop User Actor: https://community.troikatronix.com/topic/7848/feather-crop?_=1760522362139

      There's also this thread with some solutions for angled cropping: https://community.troikatronix.com/topic/8776/answered-diagonal-crop?_=1760535965092

    • C

      Mask an Active Scene?
      How To... ? • • Charlotte_E

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      Woland

      @charlotte_e

      You could adapt this template of mine and put an alpha mask inline: https://community.troikatronix.com/topic/5495/global-projection-mapping-simple-show-template

    • bonemap

      json quotation marks no longer stripped from output?
      Troubleshooting and Bug Reports • • bonemap

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      bonemap

      @dusx

      hi Ryan,

      Thinking along the same lines I made a quick fixer with Text Parser and similarly thought about JavaScript. I will check out your offer though, and appreciate that we might return to the stripped iteration of the actor in future releases.

      Best wishes

      Russell

    • bonemap

      Random dice roller simulation
      How To... ? • • bonemap

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      Woland

      @bonemap

      Magnificent! This is so cool!

    • DusX

      Live Cinema Creation with Retro-Digital Tools by Karla Kracht
      Events • • DusX

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      Woland

      @skulpture said:

      it's really great seeing 'Isadora' events happening. We need more.

       Yes, we're also always happy to signal-boost other people's Isadora events

    • R

      [ANSWERED] How stop timer on scene? Stuck in Jump++ loop!
      How To... ? • • Reload2024

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      Paz

      @reload2024 Hello! Pause Engine from Isadora’s menu bar is an alternative option to Blind Mode. Hope that helps!

    • gapworks

      Isadora stages feed into Capture Sweden Input
      How To... ? • • gapworks

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      B

      im a long time Capture user. So i can be of some assistance here. Busy at the moment. Will get back to you asap later today

    • W

      MediaPipe, Pythoner and Isadora for body tracking and segmentation . . .
      How To... ? • mediapipe pythoner body tracking segmentation • • WJMackwood 0

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      bonemap

      @wjmackwood-0

      Thanks for sharing. Love to see what artists are doing with Isadora features.

      Like you, I have had a lot of fun with MediaPipe in Isadora. It is remarkable how accurate and stable the tracking is and it is not too bad at dealing with occlusion issues. My next step is using a thermal or infrared camera system so that the interactivity makes sense in a blackbox/low light performance setting. MediaPipe is really effective with available light cameras as long as there is lots of light - I am looking for a solution for this that works with theatrical/performance lighting that is a lot more subtle. My debut performance with this tracking was a 'cats cradle' game. During intermissions members of the audience at an outdoor film festival could play with virtual strings between their fingers while the Isadora stage was projected onto a giant mango tree next to a large cinema screen. The low latency and accuracy made for a fun audience experience. My only issue was having to light the participant enough to get good tracking and then this lighting interfering with the participant observing the projection - for the onlookers it worked really well. Projection always seems to work better when you can mitigate control and limit other light sources.

      This screengrab matches Pythoner MediaPipe with Isadora's 3D Ropes actor module and a Motion Blur. I really appreciate the output effect of this with the physics of the 3D Ropes creating a very responsive live dynamic.

    • RWillats

      Mapping Video onto Inverted Head
      How To... ? • • RWillats

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      Woland

      @rwillats

      Some ideas (though I admit I don't work with 3D much in Isadora):

      Use the 3D actors:

      Import the .3ds file into Isadora and select it with the 3D Model Particles or 3D Player actor in Isadora.Feed your video as the texture input.Adjust the model’s scale, rotation, and translation until the face is aligned with your physical setup.If the print is concave, you can flip the normals (inside-out mesh) or rotate the camera 180° to “project” into the cavity.Once it looks correct virtually, align the projector physically to match this digital view.

      (Again, I don't know that what I'm saying here fully makes sense because I don't work with 3D very much, so take all the steps above with a grain of salt.)

      Use GLSL:

      You could use the existing TT GLSL "TT Bulge Distortion"You could also try this new TT Bulge Warp shader that I've just put together (I don't know if it's any good): /* TT Bulge Warp - Fragment Shader version v1.3 */ // ISADORA_PLUGIN_NAME("TT Bulge Warp") // ISADORA_PLUGIN_DESC("Applies a controlled radial bulge/concave distortion. Adjustable center, radius, and tiling.") // ISADORA_FLOAT_PARAM(bulge_amount, bulg, -7.0, 7.0, 0.3, "Amount of bulge. Positive = bulge, Negative = pinch.") uniform float bulge_amount; // ISADORA_FLOAT_PARAM(radius, radi, 0.0, 1.0, 0.5, "Radius of effect from center, as 0–1 proportion of image.") uniform float radius; // ISADORA_FLOAT_PARAM(horz_center, cx, -100.0, 100.0, 0.0, "Horizontal center point (in % of image width).") uniform float horz_center; // ISADORA_FLOAT_PARAM(vert_center, cy, -100.0, 100.0, 0.0, "Vertical center point (in % of image height).") uniform float vert_center; // ISADORA_INT_PARAM(tile, tile, 0, 1, 0, "Turn tiling on/off. Clamp if off.") uniform int tile; uniform vec2 resolution; uniform sampler2D tex0; void main(void) { vec2 uv = gl_TexCoord[0].xy; // Center position as normalized coordinates vec2 center = vec2(0.5 + horz_center / 100.0, 0.5 + vert_center / 100.0); vec2 delta = uv - center; float dist = length(delta); // Only apply within radius float effect = smoothstep(radius, 0.0, dist); // 1.0 near center, fades to 0.0 at radius float r = dist; float theta = atan(delta.y, delta.x); // Only modify r inside radius float r2 = mix(r, r + bulge_amount * pow(r, 2.0), effect); vec2 warped = center + r2 * vec2(cos(theta), sin(theta)); if (tile == 0) { warped = clamp(warped, vec2(0.0), vec2(1.0)); } gl_FragColor = texture2D(tex0, warped); }

      Additionally, here's our GLSL Shader Actor Tutorial Article for Isadora

      Since you're trying to modify existing shaders, the part of the article that's probably most relevant for you is Tutorial 3: Adding Real-Time Parameters to a Shader as this tutorial explains the format of variables. In particular, knowing how to adjust the 'min' and 'max' associated with a variable is quite helpful:

      Tutorial 3: Adding Real-Time Parameters to A Shader
      The really exciting opportunity offered by the GLSL Shader actor is the ability to manipulate shader parameters in real-time. Shaders accept real-time input through a mechanism known as uniform variables. For example, if you wanted the shader to receive a floating point number, you would add a line like this. 
      uniform float myVariableName;
      This defines a floating point number called myVariableName as an input. Then, you would use that variable in your code as needed. The trick here is to make that variable available to you as an input to the GLSL Shader actor. This is achieved using a special comment line that you add to the shader like this 
      // ISADORA_FLOAT_PARAM(name, id, min, max, default, "help text");
      In OpenGL Shader Language, any line that starts with "//" is considered to be a comment; in other words, it is ignored by the compiler. But it is not ignored by Isadora. Using comments like the one above, you can create an input for the GLSL Shader actor that sends its value to a uniform variable in the shader 
       Let's go through each part of this special comment in detail 
      // ISADORA_FLOAT_PARAM — This portion simply identified what kind of parameter is being defined. In this case, single floating point number. 
      name — This is where you define the name of the variable. This name must exactly correspond to the variable name given in the uniform variable — statement in the shader code. You cannot include spaces in this name; if you need a space, use the underscore (_) character instead.
      id — This identifier, which can be from 1 to 4 characters long, uniquely identifies the input. Should you re-arrange the order of the inputs, Isadora uses this identifier to ensure the links to that input are maintained. For each shader program, this identifier must be unique.
      min — For numeric parameters, this defines the minimum possible value for the input. 
      max — For numeric parameters, this defines the maximum possible value for the input. 
      default — For numeric parameters, this defines the default value for this input when the actor is added to the scene. This input is only meaningful if you add the source code for this shader to Isadora's GLSL Plugins folder. (More on this feature later.) 
      "help text" — This defines the help text that will appear in the information view for this input. If you share your shader code, you can help those who use it by providing useful, descriptive information about this input. Isadora's philosophy has always been to make it easy for the user to use the program; giving useful details in the help text supports that philosophy.
    • Videosmith

      Montreal Isadora workshop 18 / 19 Oct
      Events • • Videosmith

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      Woland

      @videosmith

      I posted about this in a couple relevant places on Discord.

      Have a lovely workshop :)