Vuo Pro 2.0 and later can export macOS FFGL plugins that you can use in MMV. ⇔ Vuo can also communicate with Resolume using OSC, MIDI, and Syphon.
Vuo Pro 2.0 and later can export macOS FFGL plugins that you can use in Resolume Avenue and Arena version 6 and later. With Vuo Pro 2.0 and later, you also have the option to export macOS FFGL plugins and use them in VDMX. ✅ VDMX version 8.5.0.4 and later can play Vuo compositions! ✅ CoGe version 1.6 and later can play Vuo compositions!
txt extension to the files when you can just delete it.Vuo can integrate with the software below: Software Just for fun here's a project file and the C4D file:
You can even add textures to the shapes in C4D lite. If you want to map a video to one of the surfaces of the cubes you can just add a masked video layer to the comp, make it 32D and position it over one of the surfaces. You can even add additional 3D elements like this: You can re-arrange any 3D elements you created in C4D lite by simply moving them around on the stage. You can move the shape layers anywhere you want on the walls or even past them using the position controls in the timeline and they will stick to the walls. Change the Cineware render to Standard Final and the camera to Centered Comp Camera.Add extrusions and caps to the shape layers.Open the C4D lite editor and open the C4D file.Import the saved C4D project and drag it into the comp.Export the comp as a C4D project using the File>Export menu.Set the anchor point z value of the shape layer to the z anchor point value of the layer you chose as the parent.Add a shape layer to the comp, make it 3D, hold down the shift key and parent the shape layer to one of the sold layers.Add a 3D null to the comp and parent all solids to the null.Move the camera back until you can see the leading edge of the tunnel you just made.Add a point light at the center of the composition.Rotate the first square layer 90º in X, the second square -90º in x.Rotate the first rectangle layer 90º in Y, the second rectangle layer -90 in y.Change the z anchor point to the comp height for both square layers.Change the z anchor point to the comp width for both rectangle layers.Create a square solid that is 2X the width of the composition and name it square.Create a large solid that is 2X the height and width of your composition and name it Rectangle.Here's what I would do to build your virtual set: You can fairly easily move things on a plane. AE is a whole different thing in that regard. This doesn't work like replacing a texture in a 3D program would.
Same for replacing content - you need to figure out how to structure your project with pre-comps. nor does it actually support 3D objects natively, so this could easily turn into some super complicated proeject where you need to connect and constrain everything with expressions, use elaborate sub-comps with expression linked cameras to "sync" movements and whatnot. AE doesn't have interactive 3D grids and magnetic snapping of that sort. I'm aware I could just use Z axis or scale to blow up or vanish an object but I want it locked to the perspective and walls. Red moon is a video scaled to match the back wall of the orange/yellow claymation videoīasically I want a grid of sorts that I can import a 3d object onto and animate it along the Z axis but have it locked to where it follows a wall, floor or ceiling path until it reaches the vanishing point or zooms past the camera, without keeping the object perfectly centered and completely covering the camera. Red lines are videos shifted to match the walls of the orange/yellow video. Not really sure of what kind of answer I'm looking for, but if anyone has any advice, links or tutorials relating to this I would very much appreciate it. I'm also looking to make the walls interchangeable with videos, so I can have the video walls open/close or rotate to make more content but always keeping the angle and perspective consistent. Basically I want a grid of sorts that I can import a 3d object onto and animate it along the Z axis but have it locked to where it follows a wall, floor or ceiling path until it reaches the vanishing point or zooms past the camera, without keeping the object perfectly centered and completely covering the camera. I've recreated a similar effect in Resolume Arena by using a fixed camera, shoebox claymation video to lineup and shift my video/picture layers for each wall. I'm looking to create a template of sorts to make consistent content in a one point perspective grid style.
Refer to attached pictures for better idea of what I'm going for: Forgive me if this doesn't make sense, but I'll try my best.