![]() You configure every layer to automatically start the first clip when the composition has loaded. Input can be done via ArtNet or an Enttec DMX USB Pro. It works similar to MIDI so it's very easy to configure. You can control Arena from a lighting desk using DMX. Lights, lasers, even fireworks! Just not the go-go dancers, but we're working on that. With SMPTE Timecode input you can run you clips in sync with anything you want. It can even wrap around the composition for 360 degrees seamless projection. With soft edging you can seamlessly project 1 widescreen image with 2 or more projectors. Your surfaces do not have to be rectangular anymore either, you can warp your video onto curved screens with the advanced bezier transformations. This is perfect for projection mapping on many surfaces. In the advanced output window you can now create as many slices from your composition and position and transform them to your liking. As long as your computer can recognise it as an output, Resolume will let you use it. From a simple screen behind the DJ in your local club to main stage at Ultra. The only limit is your computer's raw power and your imagination. Use as little or as many videos and effects as you like. Whatever your style is, Resolume offers you an easy interface to rock it. Mix and match your visuals quickly and easily and play Resolume like an instrument. Forwards, backwards, scratch and adjust tempo to the beat. You can play your videos when you want, how you want. Let me know of your results if you try it.You want to do projection mapping and hardcore video djing - Resolume Arena puts you in charge. Of course this is a beta version, there will be bugs to fix but in my tests the overall process appeared to run smoothly. For other hosts check the host documentation or just try and see which one works. Note: the openFrameworks app can be built either using 32 bits or 64 bits architecture, according to your taste, but the FFGL plugin must be 32 bits for Arena up to 5 and 64 bits for Arena 6 (and higher). ![]() The process looks a little cumbersome but the back-and-forward path is very fast and in practice there is no noticeable delay while implementing it in Arena (or any other VJ software). The plugin can implement parameters (only float ones in this version, but it is easy enough to extend the process to different types), their values are sent to the OF application every frame with an OSC packet. ![]() The plugin itself sends the texture it gets from host to the OF app via Spout texture sharing, the app gets it, implements arbitrary code and then sends the updated texture to the plugin that finally gives it back to host for further processing. Not the most elegant thing I could imagine, but it works. ![]() Since integrating openFrameworks inside the plugin code has proven to be a hard task (I managed to make it work - sort of - with older OF versions but the code never was stable enough and it had bugs nobody managed to fix) the approach used here is different. I only tested it with Resolume Arena (a demo version can be downloaded here) but it should work with the other hosts too. With this addon, together with the related FFGL-SpoutBridge plugin (included in this repo, in the FFGL-Plugin directory), it is possible to use an openFrameworks application as a plugin for any software adopting the FreeFrame FFGL standard. Is anybody interested in writing FFGL plugins with OpenFrameworks? If so you could give a try to an addon I wrote, ofxFFGLSpoutBridge (find it here on GitHub).
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