Here is my concept for a generative acid house music sequencer interface:Read More
My first attempt at rigging a 3d model.Read More
Attempted to do something funky in Maya.Read More
For this week’s homework, I wanted to expand upon some of the concepts I worked on in my previous assignment, a melodic sequencer that I created in Processing. This time around, I took MIDI and notes out of the equation and instead concentrated on rhythm with the intention of creating a generative drum machine concept that I had been thinking about for a while.
To accomplish this, I again turned to Processing and utilized the Beads library to handle timekeeping duties, and the Minim library‘s AudioPlayer to trigger samples of the classic Roland TR-707 drum machine, which I had in .wav format. Using the class example for creating a clock in Beads was a good starting place, and getting the samples to play back was fairly straightforward thanks to Minim’s documentation.
Instead of making a programmable step sequencer in the mold of a normal drum machine, I wanted to make a sequencer that played generative rhythms. However, I also wanted the rhythms to be musical, not randomly chaotic. To accomplish this, I first created a 16 step sequencer for playback. For each of the 6 different drum sounds, I hardcoded which steps could possibly play. Then, I used a weighted random to determine if the sound would play during each of its eligible steps.
Once I got this working, I added some user interface; the keyboard keys 1-6 could toggle each of the 6 sounds on and off. Red “lights” in the sketch provided some visual feedback for which instruments are active, and red text to update with the current step number. I also added a brief written explanation of the interface so anyone can hopefully use it on their own. Lastly, I included the “OCP” logo (from the original Robocop movies) and the name of the instrument, ED-707 (a combination of the combat robot ED-209 from Robocop with the TR-707 drum machine).Read More
For the homework assignment this week, I worked off of the sample Processing code shown in class and continued to use the Midibus library. My main goal was to create an interface that would allow for controlling the steps in a 16-step sequence.
In my prototype, I used boolean statements to program whether a particular step would play. Each step would play a randomly chosen note from an array containing the midi values within the C-Major scale. I sent the midi signal into a Logic soft synth for playback. In the GUI, which I created using Processing’s 2-D primitives (and featuring a color scheme that references the classic Roland TR-808 drum machine), an active step “button” is lit up when it is going to play.
I have a several goals to take this project further. I want to add mouse functionality so that each step can be turned on and off with a click of the mouse on its respective button graphic. I would also like to implement the beads library for a more reliable clock and for added tempo controls. Lastly, I’d like to clean up my code by using object oriented programming and making each button its own class.
The code as currently constructed is available on my Github:Read More
My first Unity animation. The Space Meat and starfighters were created in Maya. I added textures from flat images in Unity. The starfighters’ exhaust was accomplished using Unity’s Particle System. The animation and camera movements were done in Unity using scripting only. Finally, the planet was created in Unity using a Sphere object and with a nice planet texture I found in Google Images, which were already designed to be mapped over a sphere.
3-D model of the Space Meat, which I created from a cube by using Extrude and Poke Face mesh editing:
3-D model of the starfighters, which were also created from cubes using Extrude and Poke Face mesh editing (with the addition of a small pipe for the engine port).Read More