![]() ![]() The downside of OSCulator is that it only outputs two HID devices of 4 axes each, for a total of 8 axes. With this, you can create your own layouts of sliders, buttons, dials, and X/Y pads that you can then map through OSCulator into Cinema using Grip Tools. I used software called OSCulator ( on the mac (There are other options for Windows) to map the remotes to an HID device, which is what the plugin looks for.Īnother really fun thing to play with is an app called TouchOSC for iPhone and iPad. Apparently at some point it worked directly with the Wiimotes, but now it requires third party software (they said it was too unstable). Grip Tools definitely has a learning curve, and in some ways requires some tricks to really get it to work the way you want it. Some of the "6 degrees" controllers are very interesting. You can use many devices other than Wiimotes. The plugin is called Camera Grip Tools ( I highly suggest checking out their website and watching some of the videos. I think if you have a really complex scene that you want to use this in, you'd want to build a simpler proxy scene just to give you the placement of objects, but leave out all of the high-polygon stuff. Then I used either the nunchuck for movement (joystick for X/Z axis, and tilting for the Y axis).Īll of the above were recorded in real time, with the editor actually running at 30fps as I controlled it. This one again uses the MotionPlus remote as the camera, making the camera act exactly as I hold the remote. tmp/wiicamera2.mov - This one is sort of like a handheld camera wandering around in a space. Instead, I had the camera attached to the joystick, but it got too confusing to use. I also could have used the nunchuck for pitch and roll, while using the joystick on it for speed. So one remote controls the pitch and roll, and the other controls speed. the plugin has an "airplane" mode with pitch, roll, and speed. With this one, I use just a remote and a nunchuck (or a second remote). ![]() tmp/wiifly2.mov - This is sort of like a plane flying through a scene. The eyeballs are controlled with the joystick, and the eyelids by tilting the nunchuck. The eyes and eyelids are controlled with a nunchuck. One unfortunate part is that the plane parallel to the ground sort of drifts over time and needs to be reset frequently. This means however I move the remote, the head moves that way, in all 3 axes. With this one, I used the WiiMotionPlus attachment for the head. It looks kind of unnatural at the seams, but that's not the point of the experiment. tmp/wiiman2.mov - This is just the basic Cinema human. Thanks for all the compliments! Below are a few more experiments. I've also been playing around with the Wii MotionPlus attachment, and using that, I've made a pretty cool controllable head with eye and eyelid control.I'll upload that one soon. But the animation was recorded live in one take, not keyframed. This was not meant to be nice photo quality animation or 's rudimentary at best. One joystick axis to control the up/down of the magnet.One joystick axis to control the back and forth of the runner.One joystick axis to control the rotation of the crane.A button to open a flap and drop the balls.This one uses five controls on a Wii Classic Controller: The attached video is a crane that picks up some balls using a "magnet". It's been a lot of fun experimenting and seeing what I could come up with. Using some other software, you can also access all of a Wii Remote's controls. ![]() It allows you to map control of any object in Cinema to certain outboard manual controls, such as a joystick. I don't know much about programming ES2, but you may be able to do something similar with the Vector control.I've been experimenting with a plugin for Cinema called Camera Grip Tools. It's cool to emulate the pumping of an accordion, or change pitch to emulate vibrato, etc.Īnother fun thing is to take a plucked sound and morph between "dead", "live", short or sustained plucks. I have successfully emulated the bowing of a violin. You can also scale the input to make your movements more or less responsive. ![]() In the environment, you can easily use Transformers to change CC101 to CC17, or whatever. Then, set up your sounds variations and morph between them. Adjust it until your movement of the Wii corresponds to the little ball in the morph window. I use MidiMouse 6 with my Wiimote, but have found it best to use the X/Y/Z axis messages to control the MorphX/Y settings in Sculpture. ![]()
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