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[myu] Max-Unity Interoperability Toolkit

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Uploaded by on Feb 24, 2009

A tech demo of a toolkit facilitating interoperability between the Max/MSP/Jitter and Unity3D rapid prototyping environments. Utilizing the TCP network packets, [myu] allows for easy bi-directional control of Unity3D and Max/MSP/Jitter assets, as well as importing of dynamic Jitter textures into Unity3D scene.

[myu] was developed in DISIS (http://disis.music.vt.edu) and is downloadable from the DISIS website. Its first real-world use was as part of the "elemental" interactive communal installation that premiered as part of the grand opening of the Taubman Museum of Art in Roanoke, VA. A short tech demo video can be viewed via the following link: http://www.youtube.com/watch?v=PA-9BOgc1gk

For a high-resolution video please visit http://disis.music.vt.edu/main/portfolio.html

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Uploader Comments (VTDISIS)

  • Hey there, is there a write-up about this project available somewhere? I've used this in a project of mine, and I would like to be able to be able to attribute it properly in my own write-up! see the latest video of mine

  • @whunterknight You can visit the link provided in the description (disis.music.vt.edu). Authors are also listed in the Max patch and other supporting source. Finally, you can also reference recently published paper as part of the 2009 International Computer Music Conference proceedings (see scholar.google.com for more info on the paper). Hope this helps!

  • Loved the music. Where can I get more?

  • Many thanks for the comment! This is an excerpt from an original composition for the DISIS Interactive Taiji project (hoping to post the project media once the end-of-semester heat is over with). Parts of the piece are driven by an algorithm and the composition as a whole is designed to evolve/adapt to the player's performance. I am hoping to get this and other pieces online soon, so please stay tuned...

  • can you put in triangles in as well using this? please let me know.

  • You can put in there whatever Unity supports (I think the cap for the current version is ~65K polygons per object). In this demo Max does not generate objects. Rather it triggers prefabs set up within Unity (and vice-versa). So, theoretically, you could have a complex video game environment running inside Unity whose properties/behavior are altered through Max input and/or whose resulting "techosystem" in turn affects Max.

    Hope this helps!

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  • @aidenfry1 haha my bad its sooo easy :) did it in 1 hour! thanks again!

  • WOW! This is great just had a look through the toolkit looks impressive good work!

    This is just what i was looking for! :) Seeing as tho on this and some of the other posts there hasn't been any activity in a while i was wondering if you have managed to make a PD port of the Max patch(es)? I am just feeling a little lazy, im sure i could do it myself, but whats the point if its already been done eh? Thanks for your effort! Aiden

  • really interesting.

    Currently working on integrating real world enviro: into game enviro: This could be a helpful tool.

  • Absolutely amazing!!

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