UDKOSC DEV

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Test-tone Video Examples

http://eprints.soton.ac.uk/353226/7/353226POLFREMAN35.pdf

Bink video conversion

MIME type checks

Video conversion with FFMPEG

Footsteps in UDK

Data Analysis

UDK screenshots

Canvas code

Dedicated Server

UDKOSC and Oculus Rift

Scripting UDKOSC Gestures

Dance and Movement

Parsing and Plotting Data

UDKOSC Camera Modes

Skeletal Mesh Controllers

Multiple Monitors

Supercollider Notes

ERRORS

Dynamic Audio Links

Generative Music Systems

Gaming

Mechanical Turk

Networking

USFXR

Limbo Sound Design

Portfolio

Working

MS Redistributable

Unity info

Creative Commons xbox photo:

http://commons.wikimedia.org/wiki/File:Xbox-360-Controller-Black.jpg


Debug Info:

"ShowDebug NET" from client console
ShowDebug AI
ShowDebug NET
ShowDebug PHYSICS
showdebug collision
showdebug camera

STAT... (http://udn.epicgames.com/Three/ConsoleCommands.html)


Math:

http://forums.epicgames.com/threads/712424-Using-Cosine-and-Sine

New OSCPack:

http://comments.gmane.org/gmane.comp.audio.osc.devel/1408
https://code.google.com/p/oscpack/

Minecraft Hacking

TO DO:


  • allow users to ramp up/down speed of movement
  • modify animation speed based on speed of movement
  • Add support for absolute "setX" etc OSC params; updated dll already, need to update OSCPlayerControllerDLL::ProcessMove::returnX() etc.
  • Add support for SetX params in DLL
  • Toggle Mode in UDK via OSC "mode" param of playerstatestruct
  • Add "playermove mode" value in DLL: "/udkosc/script/playermove/mode"
  • Toggle FlyWalk in UDK via OSC "fly" param in playerstatestruct
  • Output downtrace over OSC
  • Hide trace color lines
  • Add tracing into startup script
  • change size of OSCPawnBots by default (medium)
  • change size of OSCPawn to larger
  • make speed of OSCBot followers fluctuate
  • Make "FollowOSCBots" a toggle and make it OSC toggled (even just via ConsoleCommand)
  • teleport OSCBot
  • Make OSCBots track a target near the pawn, not it
  • Make OSCBots use /bot osc output, not /pawn
  • OSC toggle for camera modes (OSCFreeCamera, OSCAttachedCamera)

Occulus:

https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=231

Rotate camera with mouse:

http://forums.epicgames.com/threads/719004-(Solved)-Rotating-Camera

Mouse Smoothing:

http://www.flipcode.com/archives/Smooth_Mouse_Filtering.shtml

BiPlane Flight discussion:

http://forums.epicgames.com/threads/728892-Relative-Physics-Problem



~screetch = (
  {
	arg gain = 0.0;
		
	l = LocalIn.ar(2);
	k=LFSaw.ar(l,0,l,1);
	j=k.range(0.25,4.0);
	s=PitchShift.ar(SinOscFB.ar(j**j,k),[0.05,0.03],j);
	5.do{s=s.tanh+(s*0.1)};
	LocalOut.ar(s);
	s * gain
  }.play;
);

~screetch.set(\gain, 0.2);



( { Pan2.ar( DynKlank.ar(`[[800, 1071, 1353, 723 + SinOsc.ar(SinOsc.ar(0.2).range(0, 10)).range(0,330)], nil, [1, 1, 0.5, 1]], PinkNoise.ar(0.007)), TRand.kr(-1, 1, trig: Pulse.ar(10)) ) }.play; )



Command shortcupts

http://udn.epicgames.com/Three/CommandLineArguments.html#Unreal Engine 3 Command-Line Arguments

FIXING CAMERA STUFF:

  • oscstartinput
  • behindview
  • changeplayermesh 2
  • FlyWalk
  • oscmove
  • setoscfreecamera 0
  • setoscattachedcamera 1
  • ---- can't manually move now
  • ---- player turning via OSC doesn't work
  • setoscattachedcamera 0
  • osc turning works, so does mouse move
  • SEND OSC MESSAGES...
  • setoscattachedcamera 1


  • behindview
  • changeplayermesh 2
  • setoscattachedcamera 1
  • - - - - - - THIS WILL GIVE A WIERD 3RD Person ISO cam (because of behindview?)

This gets you standard view (need to set speed though)

  • OSCMove
  • setoscfreecamera 0
  • setoscattachedcamera 0
  • setspeed 1
  • setairspeed 2000


SetTimer

List of exec functions: http://udn.epicgames.com/Three/ExecFunctions.html


Echo::Canyon

PREPPING START OF PIECE

  • HIDE ALL SCREEN OBJECTS: ToggleScreenShotMode
  • InitPiece

SpawnOSCBot

  • defaults to 0,0,2000

SpawnOSCBotAt(x,y,z)

  • set parameters manually

MOVING OSCPAWNBOTS:

oscstartinput

ruby osccontrol.rb localhost 7001

osccheckpawnbots

oscpawnmove

playermove teleport 0 0 1000 0


OSCMove
OSCSetFreeCamera
OSCStartInput


SPACING OF FOLLOWERS

  • take a local vector for targeting: LocalForward = vect(-30, -30, 0)
  • transform that vecto: WorldForward = LocalForward >> Rotation



FaceRotation in Pawn now lets pawn follow camera rotation if not in OSCFreeCamera or in OSCAttachedCamera


NEED TO ADD:

TESTING :

OSCBot Following OSC controlled OSCPawnBot:

  • SpawnPawnBot
  • OSCCheckPawnBots
  • OSCPawnMove
  • OSCStartInput
  • spawnoscbotat 50 50 500
  • followoscbots
  • OSCStartOutput
  • OSCStartPawnBotOutput
  • OSCStartBotOutput

CAMERA:

  • Added OSCSetStaticCamera and setStaticCamera(int var)
  • Now OSCFreeCamera means Camera moves around with OSC control
  • OSCAttachedCamera means camera rotates with OSC but is attached to Pawn


Contents

Smooth Mouse example

// Smooth and amplify mouse movement

	SmoothTime = FMin(0.2, 3 * DeltaTime);
	MouseScale = MouseSensitivity * DesiredFOV * 0.0111;
	aMouseX = aMouseX * MouseScale;
 	aMouseY = aMouseY * MouseScale;

	if ( (SmoothMouseX == 0) || (aMouseX == 0) 
			|| ((SmoothMouseX > 0) != (aMouseX > 0)) )
		SmoothMouseX = aMouseX;
	else if ( (SmoothMouseX <0.85 * aMouseX) || (SmoothMouseX> 1.17 * aMouseX) )
		SmoothMouseX = 5 * SmoothTime * aMouseX + (1 - 5 * SmoothTime) * SmoothMouseX;
	else
		SmoothMouseX = SmoothTime * aMouseX + (1 - SmoothTime) * SmoothMouseX;

	if ( (SmoothMouseY == 0) || (aMouseY == 0) 
			|| ((SmoothMouseY > 0) != (aMouseY > 0)) )
		SmoothMouseY = aMouseY;
	else if ( (SmoothMouseY <0.85 * aMouseY) || (SmoothMouseY> 1.17 * aMouseY) )
		SmoothMouseY = 5 * SmoothTime * aMouseY + (1 - 5 * SmoothTime) * SmoothMouseY;
	else
		SmoothMouseY = SmoothTime * aMouseY + (1 - SmoothTime) * SmoothMouseY;

	aMouseX = 0;
	aMouseY = 0;


Sounds

EchoCanyon_Sounds


SixAxis and Hydra dll math

http://sixense.com/forum/vbulletin/showthread.php?3591-Tutorial-2-Coordinate-Space

Multiple Instances on One Machine

udk.exe server OSC-sound_room_rob.udk?AdminPassword=admin?bIsLanMatch=1?NUMPLAY=0 -RC -USEALLAVAILABLECORES


http://www.hassang.com/udk-multiple-instances-dedicated-server

udk.exe server DM-Deck.udk?listen=true?bIsLanMatch=true 

AdHoc:  udk.exe DM-Deck.udk?ResX=640?ResY=480?listen=true?bIsLanMatch=true

Set Res:  udk.exe DM-Deck.udk?ResX=640?ResY=480

Connect To Server: open 127.0.0.1

Users

Video: http://vimeo.com/73698645

http://svengus.wordpress.com/category/kandidatarbete/

http://alpineskichampion.tumblr.com/portfolio

http://www.academia.edu/2854138/Procedural_audio_modeling_for_particle-based_environmental_effects

http://www.sga-ssa.ch/pdf/events/120510_SSA_printemps2012_03-Verron.pdf


Links

http://scholar.google.com/citations?user=yYqNpQQAAAAJ&hl=en

http://visualmusic.ning.com/video/video/listForContributor?screenName=0p23awbgz6bsy

http://www.mattscape.com/2009/08/printed-matter-wired-stanford-humanities-lab-does-mito.html

http://ioquake3.org/2008/05/22/q3osc-using-ioquake3-as-a-musical-environment/

http://ioquake3.org/2008/06/01/interview-with-robert-hamilton-creator-of-q3osc/

https://github.com/martinez-zea/localconflict

https://github.com/martinez-zea/localconflict/blob/master/q3osc/ccrma.kdevelop

http://thescl.com/SCL_LA_Seminar_FUTURE_MUSIC

http://www.thesoundstew.com/2011_07_01_archive.html

http://baguyos.tripod.com/id17.html

http://www.paloaltoonline.com/news/show_story.php?id=12549

http://www.flickr.com/photos/aisenamalia/4983355207/

http://www.ptank.com/blog/2013/07/outsound-music-summit-vibration-hackers/

http://crca-archive.ucsd.edu/view_event.php?id=107

http://svii.net/june20/

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