2011年3月29日 星期二

Ultrasonic range finder


Maxsonar
檢測距離範圍:6~254inches (15.24cm~6.45m)
啟動時保持36公分的淨空較佳(至少18)
Datasheet - maxbotix
FAQ

電路與arduino sketch教學(analog&PWM singal)
http://craft.mos-com.net/articles/arduino-maxsonar-ez1/

Reading analog values with an Arduino
An example using an ultrasonic distance sensor
http://sheepdogguides.com/arduino/aht1a.htm

用平均值之方式穩定數值(arduino sketch)
http://www.arduino.cc/cgi-bin/yabb2/YaBB.pl?num=1226321702

Simple fix for when electrical noise interferes with the MaxSonar sensors.

2011年3月18日 星期五

[Arch] MOUNT FUJI ARCHITECTS STUDIO

原田真宏 + 原田麻魚
masahiro harada + mao harada
マウントフジアーキテクツスタジオ 一級建築士事務所 
mountfujiarchitectsstudio / mt.fuji architects studio

2011年3月15日 星期二

[Maxmsp] 物件備忘錄

scale - Map an input range of values to an output range
scale a b c d : 將a~ab的值作比例轉換至c~d間
The scale object will perform in exponential mode when a fifth argument is specified. This fifth argument must  be greater than 1.0 or the output will be linear.
hi and lo values can be reversed for inverse mapping!
itoa / atoi - integer to ASCII / ASCII to integer
coll - Store and edit a collection of different messages
coll allows for the storage, organization, editing, and retrieval of different messages.

Sims 3 自製物件

MTS教學 Tutorials:TS3 Basic HowTo Mesh Guide

系統必備軟體
  1. Microsoft's .Net Framework 3.5(for s3oc..)
  2. Visual Studio 2008 Runtime(for WesHowe Object Tool)

2011年3月13日 星期日

[Animate] Male's walk reference



[Animate] 貓走路動畫記錄

1. 同側(兩腳相反方向位移)時 - 前腳踏地後,後腳才會起來
2. 左前腳在後並往前邁進時,超過(或齊平)右前腳時,右後腳才離地
3. 右前腳往後時,兩隻後腿齊平時(或右後腳超過左後腳),左前腳踏地
4. 同側(兩腳相同方向位移)時 - 前後腳幾乎快碰到才踏地與離地

cat walkcycle reference

2011年3月10日 星期四

[Sims] 自訂物件收集

Sim3pack安裝路徑:文件\EA\模擬市民3\Downloads
Sim3pack安裝方法:檔案丟進上面路徑後,開啟S3Launcher,從下載頁面中進行安裝
Package安裝路徑:文件\EA\模擬市民3\Mods\Packages

PING))) ultrasonic sensor + Arduino + Maxmsp

PING))) ultrasonic sensor的腳位為 SIG , 5V , GND
此種超聲波感測器的特殊點為使用的是Digital Pin
Arduino程式部分已有寫好的預設範本,還可實際的換算出距離(英吋或公分)

[Know] Eadweard Muybridge

埃德沃德·邁布里奇(Eadweard J. Muybridge,1830年4月9日-1904年5月8日),英國攝影師,他因使用多個相機拍攝運動的物體而著名,他發明的「動物實驗鏡」(Zoopraxiscope)是一種可以播放運動圖像的投影機,將連續圖像繪製在一塊玻璃圓盤的邊緣,隨著玻璃的旋轉,將影像投射出去,這樣就使這些影象顯得像在運動。
~維基百科

拍攝眾多超高品質的連續動作照片攝影師
其研究及作品至今仍有重要參考價值

出版品:
The Human and Animal Locomotion Photographs
Horses and other animals in motion
The Human Figure in Motion

[MAXMSP] 常用熱鍵&優化運作

操作技巧
連結connection時, 按住shift可以多次連接
Alt+Drag 可以框選patch cords
Ctrl+D可以重複位移複製
雙擊(unlock時要+Ctrl)save, receive, value物件會列出關係物件以供找尋位置
m 新增message
n 新增object
j 新增jitter
i 新增int
f 新增float
b 新增bang
t 新增toogle
c 新增comment
r 開啟Recent列表
ctrl+E 切換lock/unlock


Improve displays performance
Anytime you are using a jit.pwindow object which is smaller than the video being displayed (here, our video is 320x240, and our jit.pwindow is 80x60), you should turn off onscreen mode. It's a simple rule that will get the best possible speed from your performance patch.
Onscreen and offscreen modes use different drawing algorithms to do their work—data is drawn directly to the display in onscreen mode, while offscreen mode draws the data first to an offscreen buffer and then copies it to the display. The algorithm used in onscreen mode doesn't favor downsampling, so the performance is not as good.
Optimize your patch
http://abstrakt.vade.info/
 Some basic guidelines for any programming environment:
  • Get it working before you optimize - no need to complicate your life ahead of time
  • Clean, commented, organized code is easier to understand, and easier to optimize than messy, uncommented code - especially with graphical patching environments, messy means visually complex, hard to follow patchcoord everywhere spaghetti. Not fun.
  • Test your code - isolate potential bottlenecks and try out various methods. Sometimes more code can be faster than less, in specific cases (compare the amount of objects for the gpu based uyvy playback patch to the CPU based one) .
For Jitter specifically, some considerations - and DO NOTs.
  • DO NOT create unnecessary UI objects that constantly update - Jitter shares its drawing thread with the Max UI - the more you draw on screen, the less time Jitter has to draw to your window. If you REALLY need all that stuff on your screen blinking, set the screen refresh rate lower in performance options - and use qlim to limit the rate of updating.
  • No really, DO NOT create unnecessary UI elements, even hidden ones. Max has to keep track of them. Simply hiding them wont do it. Replace number boxes with [float] and [int], etc.
  • Pwindows - those little preview windows everyone wants to use - use qlim to limit the speed the pwindow is updated, and turn off “Use Onscreen” - you should see a decent speed increase just from that.
  • If you are using OpenGL, it is highly recommended to manage drawing manually by using @layer, or with @automatic. Using @automatic 0 allows you to stop OpenGL objects from drawing/being activated by simply not banging them. This can be very useful with complex filterchains. Its a pain at first, but manageable and much more powerful
  • If you plan on using the UYVY colormode, it is suggested you use the cc.uyvy2rgba shaders, as Windows users do not have native UYVY texturing (at least, @colormode on some GL objects in XP does not work). Just a heads up

      2011年3月6日 星期日

      [MAYA] AO算圖

      方法1 -
      將mesh給予surface shader材質, out color給予mentalray的mib_amb_occlusion材質(Texture類中), 調整mib_amb_occ的參數 sample與max distance, spread為發散值影響陰影濃度, dark/bright為亮暗色設定, 一般調整sample及max distance即可, 最後以mentalray進行render

      方法2 -
      將物件加入新的render layer, 對layer右鍵>attributes, 點擊Presets>Occlusion

      方法3 -
      啟用Mentalray作render, 開啟Render settings, 切到Passes Tab, Create new render pass然後Associate, Render View中File>load render pass