picture home | art | events | music | rack extensions | downloads | pixel blog | qt_tools

omino pixel blog

pixels, motion, and scripting
david van brink // Thu 2014.03.27 09:06 // {Uncategorized}

Omino Suite, Experimental

Updated
The first link of the downloads page has been working for our tireless testers on Mac and Win8, AECC.

Thanks everyone who gave great data!


There’s been recurring requests for the After Effects plug-in omino snake to be available on Windows.

We have an experimental build of all the omino plugins, in a zip file for both Mac and Win, on the first link of the downloads page. So far however the testing matrix is sparse… let me know if you try these out, success or failure. Many thanks!

              MAC      WIN7   WIN8
AECS5 10.x    tested   ?      ?
AECS6 11.x    tested  tested  ?
AECC  12.x    tested  tested  tested
(future)      tested  tested  ?

Table above is for my local testing. HOWever, we’ve received user reports of omino snake failing to load on AECC (12.x) and AECS6 (11.x).
Any further notes from the field are eagerly solicited! Many thanks in advance for your help.

9 comments
Rafa Galeano // Thu 2014.03.27 20:128:12 pm

I have a problem in both. Win Cs5.5 say me ” After Effects error: 25::3″ and Mac in Cs5 the same error. :( I don´t know why. I need it!! :) Greetings David!

Tom Spiers // Fri 2014.03.28 03:093:09 am

Hi, firstly thanks so much for taking the time to work on making these amazing plugins available. I have just tried installing the suite for AE CS6 64 on a machine running Windows 8 and its not working for me I continuously get this error message when I try to run the plugins “After Effects error:plug-in “omnio_snake.aex” could not be loaded (126). (48::46)
I also get an message “error creating resource field” when after effects starts.

david van brink // Fri 2014.03.28 21:479:47 pm

Hi Rafa, Hi Tom,
Thanks for your participation in trying these out. I’ve only been able to test against AECC on win7 and win8, where it (for me) works fine. I’m digging deeper, and very eager to get you up and running. (I may contact you directly by email…)

Thank you again!

Oshin Baroyan // Sat 2014.03.29 15:243:24 pm

Thank you!

Jul // Sun 2014.03.30 00:3612:36 am

Hi, I have the same problem like Tom, please can you help me? (AE CS5.5 64 , Windows 7)

david van brink // Sun 2014.03.30 11:2811:28 am

Hi Jul — thanks for the data point. (I don’t like it… but I do appreciate it!)

I am lining up some local testing resources right now… Annoyingly, “It works on my computer” every time.

Jul // Sun 2014.03.30 12:3612:36 pm

Oh! Maybe you have your personal reality as Tesla)Do you know anything about Tom? Сan he Solve the problem?

david van brink // Fri 2014.04.4 00:5012:50 am

Updated post, have gotten some confirming reports that current download is working. Standing by!

Tom Spiers // Tue 2014.04.8 19:457:45 pm

Hi, I have the suite installed and working on both CS6 windows 8 and CS6 windows 7. The whole suite seems to be working fine ill report if there are any errors. Thank you so much once again Snake is an amazingly helpful plugin can I donate anywhere to you? or alternatively you could add the suite to AE scripts.? Thanks again.

oh, i dont know. what do you think?


david van brink // Mon 2013.10.21 21:22 // {webgl}

webgl 5 — cubies!

I finished this almost two weeks ago, fifth day of coding. Was so satisified, forgot to post!

For your amusement. Generates a “maze” with no dead ends, and lets the cubies loose on it, with collision avoidance. Implements a very, very simple parallel ray shadow map, too. The shadow map is pretty glitchy, but still adds some character to the scene.

sceneExample6.html

click for
http://omino.com/experiments/webgl/sceneExample6.html

oh, i dont know. what do you think?


david van brink // Fri 2013.10.11 15:04 // {webgl}

webgl 4 — sprites

WebGL.

It appears that gl.drawArray() is expensive! Didn’t gather numbers, but could see that more than a few started racking up the CPU load. Adopted a “sprite” approach, that lets the same geometry values get reused, and a texture is submitted to the vertex shader to offset them. Handy!

A bit of the vertex shader goes like so.

    attribute float sprite; // each vertex is anchored to an offset, represented by a pixel in the Sprite Control texture
    uniform sampler2D sprites; // 
    ...
        vec4 spritePos = texture2D(sprites, vec2(sprite, 0.5)); // texture is 512 by 1
	pos4.xyz += spritePos.xyz;
        // (and use spritePos.w for a yaw rotation.)

Here we see 511 sprites, all rendered with a single gl.drawArray() call.

madLissajous1.html

click for
http://omino.com/experiments/webgl/madLissajous1.html

The motion comes by moving each sprite along a different 3d Lissajous path.

oh, i dont know. what do you think?


david van brink // Sun 2013.10.6 20:43 // {Uncategorized}

webgl 3a

Only had a short interval today. Did a first implementation of camera management. Here, it cycles between a street view and an aerial view.

sceneExample5.html

click for
http://localhost/experiments/webgl/sceneExample5.html

oh, i dont know. what do you think?



0.0593s
(c) 2003-2013 omino.com / contact poly@omino.com