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| ==Documentation== | | ==Documentation== |
| + | *Screenshots: |
| + | |
| + | uMV_windmills: |
| + | |
| + | [[Image:Umv_shot.jpg]] |
| + | |
| + | uMV_street: |
| + | |
| + | [[Image:Umv_street_shot.jpg]] |
| + | |
| + | uMV_black: |
| + | |
| + | [[Image:Umv_black_shot.jpg]] |
| + | |
| | | |
| * Source Code: | | * Source Code: |
| + | |
| -coding consists of initialization of camera, bitmap manipulating to create motion-detecting/color/background editing effects, and some animating code. | | -coding consists of initialization of camera, bitmap manipulating to create motion-detecting/color/background editing effects, and some animating code. |
− | -camera code and motion detecting code is adapted from [[http://drawlogic.com/2007/10/17/motion-detection-in-flash-as2-and-as3-and-c/]], with some changes for color and background editing effects. | + | |
| + | -camera code and motion detecting code is adapted from http://drawlogic.com/2007/10/17/motion-detection-in-flash-as2-and-as3-and-c/, with some changes for color and background editing effects. |
| | | |
| CAMERA: | | CAMERA: |
| -sets up webcam and shows security panel | | -sets up webcam and shows security panel |
| | | |
− | import flash.media.Camera;
| + | [[Image:Cam_code.jpg]] |
− | import flash.system.Security;
| + | |
− | import flash.system.SecurityPanel;
| + | BITMAP: |
− | import flash.events.*;
| |
| | | |
− | var cam:Camera = Camera.getCamera();
| + | [[Image:Bitmap_initialize.jpg]] |
− | if(cam != null){
| |
− | cam.setMode(video1.width, video1.height, 12, true);
| |
− | video1.attachCamera(cam);
| |
− | cam.addEventListener(ActivityEvent.ACTIVITY, activityHandler);
| |
− | }else{
| |
− | Security.showSettings(SecurityPanel.CAMERA)
| |
− | }
| |
− | var inited:Boolean=false;
| |
− | function activityHandler(event:ActivityEvent):void {
| |
− | if(cam.muted){
| |
− | Security.showSettings(SecurityPanel.CAMERA)
| |
− | }else if(!inited){
| |
− | initialize();
| |
− | inited=true;
| |
− | }
| |
− |
| |
− | //trace("activityHandler: " + event);
| |
− | }
| |
| | | |
− | BITMAP:
| + | [[Image:Bitmap_snap.jpg]] |
− | import flash.display.Bitmap;
| + | |
− | import flash.display.BitmapData;
| + | ANIMATIONS: |
− | import flash.geom.Matrix;
| + | |
− | import flash.utils.Timer;
| + | -code needed for animating windmills and shadows, the animations are based on camera activity level; the more movement the faster they go. |
− | import flash.events.TimerEvent;
| |
| | | |
| + | --windmills in uMV |
| | | |
− | var now:BitmapData;
| + | [[Image:Windmill_code.jpg]] |
− | var out:BitmapData;
| |
− | var before:BitmapData;
| |
− | var bitmap:Bitmap;
| |
− | var timer:Timer;
| |
− | var m:Matrix;
| |
− | var max:int = 7;
| |
− | function initialize(){
| |
− | //create an array that will be the fading image cue
| |
− | list=new Array()
| |
− | //create an identity matrix
| |
− | m=new Matrix()
| |
− | //scale the transformation matrix to match the scale of the Video object on stage
| |
− | m.scale((video1.scaleX),(video1.scaleY))
| |
− | //create a bitmap object in memory that is the same size as the Video object on stage
| |
− | now=new BitmapData(video1.width, video1.height, true, 0x00000000);
| |
− | //create a bitmap object in memory to hold a layered bitmap from the fading image cue
| |
− | out=new BitmapData(video1.width, video1.height, true, 0x00000000);
| |
− | //out.draw(video1,m);
| |
− | before = out.clone();
| |
− | bitmap=new Bitmap();
| |
− | //create a bitmap to display the bitmapdata
| |
− | this.addChild(bitmap);
| |
− | //position it to the right of the live Webcam feed
| |
− | //bitmap.x=video1.x+video1.width;
| |
− | bitmap.x=video1.x;
| |
− | bitmap.y=video1.y;
| |
− | //call the snap function every 1/10th of a second
| |
− | timer = new Timer(100);
| |
− | timer.addEventListener(TimerEvent.TIMER, snap);
| |
− | timer.start();
| |
− | }
| |
− | //capture a freezeframe from the webcam and copy it, called regularly do detect movement
| |
− | function snap(event:TimerEvent){
| |
− |
| |
− | bitmap.bitmapData=out;
| |
− | //draw the video into the bitmapdata object object with the scaled transformation matrix
| |
− | now.draw(video1,m)
| |
− | //copy the current freezeframe
| |
− | done=now.clone()
| |
− | //now draw the previous freezeframe ("BEFORE"!) on top of the current frameframe and apply the 'difference' blendmode
| |
− | done.draw(before,m,null,"difference")
| |
− |
| |
− | //filter out all pixels in the differenced bitmap that are greater than just over black (0xFF111111) and make them green (0xFF00FF00)
| |
− | //over-write the previous contents of the bitmap
| |
− | done.threshold(done,done.rect,done.rect.topLeft,">",0xFF707070,0xFF00FF00,0xFFFFFFFF,true) //important line, used to set threshold of colors and change background to black while movement/people to green
| |
− |
| |
− |
| |
− |
| |
− | //add the finished bitmap to a fading image cue
| |
− | list.push(done.clone())
| |
− | //if the cue is now greater than the maximum length we specified
| |
− | if(list.length > max)
| |
− | {
| |
− | //then remove the bitmap at the very front of the cue
| |
− | //and free the memory it was using
| |
− | list.shift().dispose()
| |
− | }
| |
− | //how many items in the fading cue
| |
− | var l=list.length
| |
− | //how much should the green channel deteriate on each degradation
| |
− | var each=255/l
| |
− | //declare local var to speed up the loop
| |
− | var g
| |
− | //var changed:uint
| |
− | //clear the out bitmap object so we can start a fresh
| |
− | out.fillRect(out.rect,0xFF000000)
| |
− | //copy the current bitmap and save it for the next time this function is called
| |
− | before=now.clone()
| |
− | //loop through each bitmap in the fading image cue
| |
− | for(var i=0;i<l;++i)
| |
− | {
| |
− | //determine the current degradation
| |
− | g=each*i
| |
| | | |
− | out.threshold(list[i], out.rect, out.rect.topLeft, "<=", 0xFF707070, 0x00000000, 0xFF000000, true);
| + | --shadows in uMV_black and uMV_city |
− | //this line was added to make unimportant pixels transparent - used for background changing
| |
| | | |
− | //copy all the pixels that are green in the current item in the fading image cue and make them into the degradated green color
| + | [[Image:Shadows_code.jpg]] |
− | //add those pixels on top of the bitmap that will displayed to the user
| |
− | out.threshold(list[i],out.rect,out.rect.topLeft,"==",0xFF00FF00,(255<<24 | 0<<16 | g<<8 | 0),0x00FFFFFF,false)
| |
− |
| |
− | }
| |
I've had interest in rotoscoping and animation in videos and dance for a while - and I'm interesting in mixing them, live.
As the person dances/moves, animation or other features will react to their movement, enhancing it on video, and basically creating a music video on the spot.
The person would be caught and tracked on camera, and we could use frame differencing to track the magnitude of his or her movements and the pre-coded/drawn animations would react accordingly.
Background images can be added and changed over time to improve the effect.
View video 'Urban Canvas'.
View video 'Flow'.
-coding consists of initialization of camera, bitmap manipulating to create motion-detecting/color/background editing effects, and some animating code.
-code needed for animating windmills and shadows, the animations are based on camera activity level; the more movement the faster they go.