@mdg Cool – what kind of stuff are you making? +1 on a videolab thread :smiley:

@shellfritsch ah ha! that’s really cool that you got involved with TE – the wiki has been my only source of info, so, your effort is MUCH appreciated!

I feel like just one example scene of what the wiki is describing would do wonders to cut down on the 'million question` syndrome. Thanks for checking in about it!

Have you been working with anything in videolab yourself so far?

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+1 on a unity/video lab thread :slight_smile:

Naïve questions…
so you build you ‘app’ on the unity desktop, then export it as an APK, then transfer this to iOS where the OP-Z companion app then can run that unity app - correct so far?

my questions are:

  • could you run that same apk on something else? say a laptop, if you wanted to put this out on a projector?
  • are there other iOS unity apps that can can play unity apk files like this?
  • is the OP-Z then ‘just’ sequencing midi to control the unity app running on the iOS device?
  • for development purposes, can you run the unity app on your desktop, and test it with the OP-Z/other midi controllers?

I guess, Im wondering, if I do unity dev for the OP-Z, how tied it is to the OP-Z and its companion app, or could it be used with other midi controllers , or on running unity on a laptop.

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made the thread!

mods can we get some of these posts moved over?

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done! feel free to flag any i missed, plz!

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@polyoptics so apparently midi clock over bluetooth was removed from the app at the last minute to save bandwidth. they are gonna update the wiki :wink:

however, there is a way to drive animation by using tempo from the VideolabInput module…

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I’ll take a stab — although i am definitely NOT a developer! :slight_smile:

You build a videolab package from a unity asset bundle on your desktop machine. That pack you will xfer to your ios device and it will run in the opz ios app.

  • could you run it on something else - supposedly on a desktop mac, but idk if thats working now. With the correct cable, you can run hdmi out of your phone to a projector, no laptop required.
  • dunno
  • yes, it is nothing special in that regard, just outputting midi.
  • i don’t think so, you can test it in desktop unity, but in my experience so far there are times it will work in desktop, and then not on the opz app.

The special part i think is that the workflow is very good, and you dont need anything more than your phone. You can leave your opz and phone hooked up to each other, and the desktop machine, and very easily put videolab packages on the opz and see them in the app. And iterate. Not having to have a laptop is great too, unless you already have one…

Trade off (i think) is that the videolab for opz is more limited in terms of what you can make, than if you were just using a laptop with desktop unity installed with midi control.

Correct me where i’m wrong pls!

I would LOVE to see some dev surprises for opz videolab <3 <3

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Whoa crazy news! — Will reply longer when i get a chance, but thank you so much for the info!!

Mostly trying to apply a like, ‘modular’ paradigm to working with Unity/VR, so, generative motion + spatial sound etc, rather than the typical game engine ‘if that then this’ kind of work flow. I’ve been clunkily working with controlling Unity via OSC/MIDI from Max, then sending OSC back to Max to spatialize the sound, but Videolab/Klak seems super promising! here’s from a previous project: little bit of video here (was made in VR, but hard to capture in 2d lol) https://vimeo.com/225567998

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also: looks like a Videolab specific FB group was just made, too: https://www.facebook.com/groups/187296828841679/

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Thanks @shellfritsch - confirmed that the videoLabInput tempo setting can drive the playback speed. I’m see animations play on the opz now! Trying to work in a restart or some state control now.

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Ah cool! – generative motion is such a great fit for live visuals. the bidirectional possibilities are very interesting there too. Looks like you’ll be free of the opz limitations too which is nice.

I hope I can figure out how to do 1/2 the stuff that’s going on your video haha :clap:

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awlright - nothing too exciting but got a few things talking to each other:

I’m curious, has anyone had any luck calling a custom function/method from the ‘event out’ object?

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Coming along nicely! Wish i could help with your question, but its over my head. :sweat_smile:
I put in some time over the weekend too, just basics, so far. Cant help getting excited over everyones progress, great stuff!

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It looks like you don’t need an OP-Z to work with Videolab, but what other use cases does it support? Can you link up an arbitrary MIDI source to a Videolab scene running on a PC? What about in the OP-Z app, does it support other sources too?

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Not sure about what is required once a scene has been ported to the ios app, But I have been successful at controlling elements in unity with the op-1using the VideoLab package, so Im sure any midi source will do. Video lab is built on Klak which has been around for a while so its not op-z specific.

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yep - can confirm, any MIDI note/CC source works fine (i’ve been sending from Max/MSP).

Tried Klak awhile back, my hope is that videolab will be good incentive to make things a bit more stable/well documented!

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Progress report! Nothing crazy going on videolab here, most polish on the untiy scene. I wish I could figure out how to change the color of a material with the color out node!

https://vimeo.com/297848312

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I’d really like to try some bird flocking behavior, videolab doesnt have anything specific --keijiro takahashi’s boids, (from 4 years ago) is very cool looking though. I wonder if his other stuff like this (or other peoples new stuff) will start to appear for videolab/opz.

:wave: OP-Z user here that just started playing around with Unity and Videolab. As a total Unity newbie, I ran into a number of small hurdles getting set up, so I figured I’d share some minor things that had me stuck for a bit:

  • I tried various ways of importing Videolab into my project, but it turns out it’s as simple as double clicking the videolab.unitypackage file in macOS Finder while your project is open :man_facepalming: The various other import methods I tried all introduced tons of indecipherable compiler errors.
  • To deploy your scene to iOS devices, you’ll need to install iOS Build Support, since it is not included in the default Unity download. You can do this by opening Unity Hub, going to the versions manager, clicking the “…” on the version you’re using, and adding the iOS module from there.

I’m currently making most of my visuals by swapping the assets in some open source Unity programs I found by Keijiro Takahashi. Hoping to be able to send MIDI to the OP-Z based off some in-scene physics, but I’m still building up my Unity and Klak skills to be able to make that happen. Soon!

Edit: And while I’m on the topic of Videolab, if anyone with more experience has any tips on having multiple… “subscenes” within a scene (?) that’d be great! I’d like to try to achieve something similar to how Decotroa Ep 1 has both the spaceship and car scenes within one videopak but I’m unsure how to structure it.

I haven’t really looked at the VideoLab stuff in a while, but I do use Unity for work all the time. Maybe the simplest way to have multiple “subscenes” within a scene would be to create an empty game object for each “subscene” and parent everything you want rendering in it underneath that game object (including the camera). I’m certain there is a VideoLab object that can turn on and off game objects so make some patch that will turn one on and the other off to switch.