Fugio Friday: Work In Progress

Happy Fugio Friday!

OK, so last week I managed to miss an update as I was in Amsterdam helping out with an exhibition, catching up with friends, and enjoying some fine raw herring.  Apologies if you were missing your Fugio news!

This week has also been busy though, inspired by some discussions on the Fugio Users Group, I started implementing a new plugin for supporting Interactive Shader Format, which is a way of simplifying the use of OpenGL shaders, so rather than having several nodes for compiling shader code and setting up the required geometry, ISF takes care of all this in one simple node.

What is simplified for the user usually means more complexity for the developer so the plugin isn’t ready for a binary release, as it doesn’t support all the features of ISF yet, but if you’re compiling Fugio from source, you can get the code now on the ISF feature branch.

Next week I’m in Birmingham mainly filling out application forms for various open calls.

Have a good weekend!

Fugio Friday: Virtual Reality Smells

Happy Fugio Friday!

We have a new forum for discussing Fugio ideas and issues. It’s a bit quiet so far so do post up your thoughts and questions!

This Sunday (May 7th) I’ll be taking part in the Imperial College Festival, showing our Fugio based virtual reality experience that explores whole genome sequencing of bacteria.  Come along and say hello.

This new version, previously shown at Oxford’s Museum of History of Science (pictured), features smells that are blown towards the participant via motors with 3D printed fans at points synchronised to the audio narrative; their speed controlled by a Fugio timeline sending serial messages to an Arduino with a motor shield.

In other news, I asked the Fugio Users Group whether they were running 32 bit or 64 bit Windows.  The results were 100% 64 bit!  Until now I’ve just been building Fugio on Windows as a 32 bit application, but I’d like to support 64 bit too, so I put the basics in place, and also looked at cmake as an alternative to finding different libraries, the results of which are all on GitHub.

I’ll be in Amsterdam next week, so you can look forward to a “Fugio vrijdag” update.

Fugio Friday: MIDI Timeline

Happy Fugio Friday!

This week we have a new binary release (2.10.0) that features a new work in progress node called MIDI Timeline.

You can now import .mid files straight into Fugio (via the File Menu) and it will create nodes for each track.  Feed these to a MIDI output and you can start playing about with it.

There’s currently no editing facility, and it can’t record, but it’s a step in the right direction.

Check out the ‘Magical Midi’ example, which comes from one of my favourite arcade games.

Other than that, I’ve tested compiling Fugio on Debian Linux 8 and got it working, and there’s a bunch of fixes of improvements that you can read about in the list below.

I’m now supported both the GUI installer and Homebrew/Cask installers on macOS/OS X so here’s the installer links:

Download Fugio 2.10.0 for Windows (7, 8, 8.1, 10)

Download Fugio 2.10.0 for macOS/OS X (Mavericks 10.9+)

Have a good weekend and see you next week!

NEW

  • Tested compilation on Debian 8
  • Group position and zoom is now saved (also between editing sessions)
  • Added “Import…” entry to file menu
  • MidiTimelineNode supports loading .mid files (via Import) into the editor (no editing yet!)
  • Added Timeline includes

UPDATED

  • More error reporting in FFMPEG
  • Added reset pin to BackgroundSubtractionNode
  • Spanish translation updated
  • GL_PRIMITIVE_RESTART_FIXED_INDEX flag added to OpenGL state
  • Oculus Rift won’t cause the API to open the desktop app until the node is added

FIXED

  • Wasn’t seperating audio and video frames in MediaSegment
  • TextureToImageNode wasn’t using the right image format
  • LuaImage wasn’t using the right image format either
  • Crash during group delete
  • Group breadcrumb trail fixed when deleting groups
  • Adding pins to groups wasn’t immediately shown in editor
  • VST3Node can now handle creating any number of pins
  • Timeline editing fixes

Fugio Friday: Snippets and Groups Video Tutorial

Happy Fugio Friday!

This week we have a new video tutorial that introduces the use of Snippets to store and reuse sets of nodes to build your ideas quickly, and Groups to layout your patches in a more ordered and understandable way.

Enjoy, and have a good weekend!

Happy Fugio Easter!

Happy Fugio Easter!

I made this exploding rabbit with Fugio.  It’s using the Stanford Bunny model (one of the classic 3D test models that have emerged over the years)  that is comprised of 69,451 triangles, which is being rendered and animated in real-time using OpenGL shaders.

There is a video tutorial that introduced 2D shaders in Fugio that I made last year, and am planning to record one about working with 3D in the next few weeks.

I’ve also experienced this in VR using Fugio’s Oculus Rift support.  It was great 🙂

Work is still progressing on the 3D model loader (as used to import the bunny model) though I was busy most of this week helping to install the FEAT (Future Emerging Art and Technology) exhibition in Dundee, which is open until the 17th of June.

Enjoy the rest of the weekend and see you next week!

Fugio Friday – 7th April 2017

Happy Fugio Friday!

This week I’ve continued development of the 3D model loading plugin, which is going well, though it’s not quite ready for public consumption yet, so there’s no new binary release this week.  There are a few updates – mainly small bug fixes – made to the code on GitHub.

I’ve also been working on some new Fugio based artworks, like this generative one:

This is an algorithm I came up with a while back that takes the pixels from the previous frame and moves them around depending on their relative values.  It starts by draws just three pixels (the brightest points of each colour) each frame and the rest (including all the smoke like patterns) develop out of the code.

If you’re interested in following my art, you can get email updates from signing up to the Alex May Arts Newsletter.

Next week I’m off to Dundee in Scotland for a few days so I’ll be reporting from there on Friday!

Have a great weekend.

Fugio Friday: Spanish translation

Happy Fugio Friday (delayed edition)!

This week we have the start of a Spanish translation for the Fugio editor supplied by J. Ruiz, and R. Kuster has been hard at work again updating his German translations for all of the released plugins.  Thank you both!

In other Fugio news, I’ve just received a copy of Intersecting Art and Technology in Practice that I wrote a chapter for about mass collaboration through software (including Fugio), and digital preservation in art, published by Routledge.

NEW

  • Fugio editor Spanish translation by J. Ruiz
  • Added locale command line parameter

UPDATED

  • German translation updated by @BigHoss
  • PortTime resolution is now set

FIXED

  • MIDI note off handling in VST3

Fugio Friday – German translation

Happy Fugio Friday!

This week I was showing my Fugio based virtual reality experience at Oxford’s Museum of the History of Science as part of British Science Week.

While we’ve shown it several times before, this was an updated version that used an Arduino and DC motor shield to blow different smells towards the person in VR, using the timeline to synchronise it to the visual experience!

You can read more about it, and see some photos, here.

This week we also have our first language translation thanks to R. Kuster. If Fugio detects it’s running on a German system, it should load the translations automatically.

Additionally you may notice some other languages are partially supported here and there, as I’ve now included the translation files for the Qt framework.

I’ll be writing a translator guide soon if you’re interested in helping translate Fugio into other languages in the future.  If you’re happy with doing pull requests on GitHub, you can get to it right now!

NEW

  • German translation (thanks RK!)

UPDATED

  • The install_fugio script for OS X now checks that XCode tools and Cask are installed

Fugio Friday – 17th March 2017

Happy Fugio Friday!

This week I’ve been trying to address the issues that some Mac users have had when trying to run Fugio, which stem from system incompatibilities when using third party libraries.

Thanks to people reporting issues and some very helpful testing by R. Kuster, I was able to finally fix the problem (hopefully).

The upshot is that I’m switching over to a Homebrew Cask distribution on Mac, rather than the GUI installer we’ve been using until now.

Download Fugio 2.7.0 for Windows (7, 8, 8.1, 10)

New Install/Update Instructions for Mac

The following instructions only apply to Mac, not to Windows or Linux.

If you have previously installed Fugio (not via Homebrew) then you should delete the /Applications/Fugio folder completely.

I have made a simple script that will install everything for you, which you can open by double-clicking on it.

It will install Homebrew, compiler tools, the third party libraries Fugio needs such as PortAudio and FFMPEG, and finally Fugio itself.

The first time you do this it may take some time, but subsequent updates will be as fast, if not faster than downloading the old updater.

NEW

  • Added LoggerNode
  • Some language translation should now be supported, such as standard entries in the file menu
  • Added Quaternion pin
  • Added support for Lua types to set their own data on output pins
  • New install_fugio script for Mac

UPDATED

  • OSC Encoder and OSC Join now accept lists of values and will generate OSC messages with multiple values in
  • Updated the build files quite a lot
  • Added new dependencies to the Homebrew script

FIXED

  • Firmata output pins > 7 now work (thanks J. Gutierrez!)

Fugio Friday: Oculus Rift support

Happy Fugio Friday!

Another week and another exciting new plugin: Oculus Rift virtual reality support!

I’m showing Sequence VR in Oxford next week, and while I haven’t quite got the 3D model loading plugin fully ready yet, the Oculus one was ready to go.

I promise to do some new video tutorials soon, especially regarding the 3D rendering side of things. Progress is being made on the animation side as you can see in this short video:

In the meantime, enjoy this release and have a great weekend!

Download Fugio 2.6.0 for Windows (7, 8, 8.1, 10)

Download Fugio 2.6.0 for macOS (OS X) (Mavericks 10.9+)

NEW

  • Oculus Rift support on Windows (no current support on Mac/Linux) – including example
  • Quaternion support to Lua (see Examples/LuaQt/Quaternions.fug) as suggested by MC
  • OpenCV flip node (flips images vertically)

UPDATED

  • More work on Firmata digital input pins

FIXED

  • Result of LuaMatrix4x4::IsIdentity() wasn’t being returned correctly
  • MatrixRotateNode was always setting its inputs to zero on load