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[ANN] myu Max-Unity Interoperability Toolkit v.1.0 Released

Discussion in 'General Discussion' started by slipstream, Feb 24, 2009.

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  1. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
    21
    It is my great pleasure to announce immediate availability of the μ [myu] Max-Unity Interoperability Toolkit version 1.0. μ [myu] is designed to simplify communication between the Max/MSP/Jitter http://www.cycling74.com and Unity3D http://www.unity3d.com rapid prototyping environments. Utilizing the TCP network packets, μ [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. Apart from the Jitter-specific texture communication protocol, μ [myu] relies upon the netsend/netreceive framework, thus making it also compatible with Pure-Data http://www.pure-data.info.

    Max/Msp/Jitter and Unity3D logos are trademarks of their respective owners.

    WHY μ?
    Max/MSP/Jitter and Pure-Data offer unprecedented flexibility in digital signal processing, particularly audio, as well as easy integration of external controllers and sensors, video, and 3D assets, while Unity3D is an advanced scalable and optimized 3D gaming engine with integrated intuitive scene editor and physics engine. By coupling their strengths μ [myu] aims to expand their rapid prototyping potential with minimal integration overhead.

    μ [myu] was developed at DISIS http://disis.music.vt.edu and is available for download from the DISIS website http://disis.music.vt.edu/main/portfolio.html

    For a YouTube tech demo please visit http://www.youtube.com/watch?v=137huPA9sto
    A high-resolution video available at http://disis.music.vt.edu/main/portfolio.html

    COPYRIGHT
    μ [myu] copyright DISIS 2008.

    This program is free software: you can redistribute it and/or modify it under the terms of the version 3 of the GNU General Public License as published by the Free Software Foundation.

    This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

    For additional info on the GNU General Public License see http://www.gnu.org/licenses/

    Questions, Comments, and PR Contacts: ico@vt.edu
     
  2. Yann

    Yann

    Joined:
    Oct 20, 2007
    Posts:
    432
    BRAVISSIMO !!! You are opening us wiiiiiiide windows. Your demo is really thrilling. Just when I thought I had finished my working day... now I will think all the evening long about some new apps based on your toolkit ! :D :D :D

    [edit ] ...thanks a lot !

    [edit #2] ...and it works perfectly ! I have just reproduced your entire demo, including the realtime webcam... added a "drag rigidbody" script to the camera, dimmed the cube's mass, set it to a bouncy physical material, added 2 extra walls to the room... and now I can move the cube with the realtime webcam texture, throw it everywhere... like we say in French, "c'est énorme" !
     
  3. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
    21
    Thank you very much for your kind words! Very glad to hear you found myu useful. :)

    Best wishes,

    Ico
     
  4. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    You're my new hero man, this looks absolutely fantastic! Finally, my 2 favorite applications combined. Communication between Max and Unity has been done before, but this is just awesome.

    Now I just have to find the time to actually roll up my sleeves and dive in... the weekend can't get here fast enough ;)

    Ethan

    [Edit] Link to other Max/Unity thread on the forum:
    http://forum.unity3d.com/viewtopic.php?t=5291
     
  5. Yann

    Yann

    Joined:
    Oct 20, 2007
    Posts:
    432
    OK, today I made further successful experiments with this great tool : simply by lowering Jitter's webcam video texture size (down to 160 x 160 or 128 x 128) the live video feed can be sent over a local network (802.11n here) to another machine running the Unity app. This allows the cube's texture to update in realtime...

    So, thanks to this toolkit, with a few clicks I could achieve my very first Unity "videochat" in full 3D ! :D

    Of course, real videochat will probably need image and audio compression/decompression + some other refinements to be useable on anything else than local network or ultra-fast Internet connection, but I guess we're approaching the Grail...
     
  6. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
    21
    Many thanks to all for your words of encouragement! They are much appreciated.

    Regarding networked textures, we tested textures on a Gigabit LAN for up to 1024x1024 without a problem (although at the expense of considerable CPU overhead due to heavy TCP traffic). In that respect the WiFi is your bottleneck due to its limited bandwidth when compared to wired LAN.

    There are also other options to explore in this respect, namely compressed video streams and the like. Lots of opportunities as they say :wink:

    We are currently working on an implementation of shared memory that would circumvent the TCP stack entirely (hence ostensibly lowering the CPU overhead), as well as Unity3D->Jitter texture importing.

    Best wishes,

    Ico
     
  7. memedesigner

    memedesigner

    Joined:
    Feb 28, 2009
    Posts:
    9
    This is one of the coolest things ever. Congrats!
     
  8. milkytreat

    milkytreat

    Joined:
    Jan 15, 2007
    Posts:
    267
    that is amazing! well done
     
  9. VoxelBoy

    VoxelBoy

    Joined:
    Nov 7, 2008
    Posts:
    240
    I only used Max for a Digital Music Composition course but I can definitely see how useful this interoperability would be to some folks. The tech demo is absolutely mind-blowing. Great job.
     
  10. VJ_Anomolee

    VJ_Anomolee

    Joined:
    Dec 23, 2008
    Posts:
    40
    sweet . that will help give me new tools to build into my art installations beyond what Ive already accomplished with Ma/msp+Unity!
    thanks!


    Here is an example of what Ive got going on between Max and Unity without aforementioned interoperability toolkit:

    http://forum.unity3d.com/viewtopic.php?p=130676#130676
     
  11. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
    21
    Once again, many thanks all for your interest and kind words!

    Finally got around to posting another video, this time showcasing [myu] in a real-world setting.

    Part of the Revo:eek:veR collection, "elemental" is an interactive communal soundscape installation that premiered last November (2008) in Roanoke, VA (USA) as part of the grand opening of the Taubman Museum of Art. The exhibit ran non-stop for approximately 5 months and relied upon a bi-directional communication between Max/MSP/Jitter and Unity3d.

    For those interested, a brief online preview of the exhibit can be found here: http://www.youtube.com/watch?v=PA-9BOgc1gk

    Best wishes,

    Ico
     
  12. Yann

    Yann

    Joined:
    Oct 20, 2007
    Posts:
    432
    Would be a full port of the project to PureData, including the video part, feasible ?
     
  13. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
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    It should be doable, although it may require a custom Pd object for texture import/export functionality (should the netsend/netreceive prove to be inadequate).

    Hope this helps!

    Ico
     
  14. Yann

    Yann

    Joined:
    Oct 20, 2007
    Posts:
    432
    Thank you, will investigate :)
     
  15. cecarlsen

    cecarlsen

    Joined:
    Jun 30, 2006
    Posts:
    858
    Thank you thank you thank you for sharing!! The jitter texture plug-in is absolutely lovely! Very easy to use and surprisingly fast. I hope it will attract more people working with live visuals for music to the community.

    =D

    ~ce
     
  16. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
    21
    Thank you all very much for your kind words!

    Not to go off-topic here, however in the light of the recent discussion, particularly Pd-Unity3D interoperability, if I were granted a magical opportunity to request one feature from the Unity3D devs at this point in time, then it would have to be the implementation of the Linux-based Web player. This would indeed make things a lot easier from the Pd/Web side of things, particularly if Unity3D devs have interest in entering the lucrative Flash market (I know, I know--this topic has been touched upon many times before, so I'll just go ahead and shut up now :)...
     
  17. sulas

    sulas

    Joined:
    Apr 1, 2008
    Posts:
    21
    First of all thanl you again for sharing this great kit.
    I have e-mailed Ico with the problems I had earlier and he has been amazingly helpful, the kit works like magic :)

    (I am the guy who is doing his graduation project with this;) )

    pd woould be great, since my max/msp academic license will be over in 3 months :D
     
  18. bryanleister

    bryanleister

    Joined:
    Apr 28, 2009
    Posts:
    130
    I have found this thread to be very helpful, among many others as I am also trying to get Max/MSP to work with Unity. After much trial and error, I spent about a week getting everything to finally work and would like to share it so it might help others.

    I decided not to go the network route, mainly because I have Max 5 and the net objects seem to crash often. I also need to set this up so it runs easily on any computer with little or no set up. The networking always seems to be picky, or at least I don't understand how to set it up to be fool-proof. The method I chose is based on the Wii post here http://forum.unity3d.com/viewtopic.php?t=4247

    Basically, my Max patch writes a text file every time it detects a change. Unity reads this file constantly and will move the object in Unity that has this script attached. I only need the movement on the x-axis so I got rid of everything else I didn't need. Here's the code for Unity (it should be dragged onto the object to be moved):

    Code (csharp):
    1. import System;
    2. import System.IO;
    3.  
    4. var yPosition = 0;
    5. var zPosition = 0;
    6. var values : Array;
    7.  
    8. function Update () {
    9.    var coordinates = (Application.dataPath + "/Scripts/" + "motiondata.txt");
    10.    
    11.    if (File.Exists(coordinates)){    
    12.       var sr = new StreamReader(coordinates);
    13.       var txt = sr.ReadToEnd();
    14.       values = txt.ToString().Split(";"[0]);
    15.    }
    16.  
    17.    xPosition = float.Parse(values[0]);
    18.  
    19.    transform.position = Vector3(xPosition, yPosition, zPosition);
    20.  
    21.     //Debug.Log(values);
    22. }

    Here is my Max 5 patch. Important: the patch needs to be built into an Application to work, and placed just above the Assets directory so that it writes the text file into Assets/Scripts/ so that Unity finds it in the right place. If you just run it in the Max editor it will write to your Max application folder.

    The patch below assumes that you have a built in web camera and will attempt to track motion from left to right.

    Code (csharp):
    1. ----------begin_max5_patcher----------
    2. 3244.3oc4cs0aiiaE94L+JHBPQeIqGdWh6BTLSQQ6VfceZaeZmECjski0NxR
    3. dkjmjoK1+6kjGoDaO1wTxzTtoHHwlxxwG9wy8ygz+9at41okOlVeK5aQ+L5l
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    75. -----------end_max5_patcher-----------
    76.  
    Hope this helps some people and let me know if you use it or improve it!

    Bryan
     
  19. slipstream

    slipstream

    Joined:
    May 4, 2008
    Posts:
    21
    Thanks Bryan for posting this!

    We actually have a newer version in the works which bypasses third-party netsend/netreceive Max externals that appear to be the culprits for the instabilities (this was something we observed as well). The newer version relies upon the built-in jit.net.send and jit.net.receive and in our tests has proven much better (e.g. the "Elemental" has been using it and running stably for several weeks without a single crash so far).

    So, as soon as we get around to the code clean-up we will be releasing the new version.

    Hope this helps!

    Best wishes,

    Ico
     
  20. atome451

    atome451

    Joined:
    Mar 25, 2009
    Posts:
    10
    Thanks a lot slipstream for this fantastic tool !!

    That's exactly in this way i wanted to work with Unity. You have opened for me the first door. Thanks a lot ! :D

    And Thanks to Bryan too for the very interresting Max code !
     
  21. VJ_Anomolee

    VJ_Anomolee

    Joined:
    Dec 23, 2008
    Posts:
    40
    Hello All,
    I have been working with Max/msp - unity interoperability since before this toolkit came along but it completely opened the doors for what I was trying to achieve. And for that I say THANK YOU VERY MUCH ICO!and all that helped create myu

    After a years worth of work.. I present to the Unity and Max Community:
    www.iSensorii.com

    iSensorii is currently on exhibit in the Dallas Museum of Art.
    I have made my standalone Max , Unity and iPhone apps available for download.

    Would love to have more testers if anyone is interested.
     
  22. dpentecost

    dpentecost

    Joined:
    Apr 3, 2009
    Posts:
    136
    Hi slipstream - I'll add my thanks for this tool! Just wondering if you were able to finish the updated version, with the revised send and receive. Keep us posted!
     
  23. dpentecost

    dpentecost

    Joined:
    Apr 3, 2009
    Posts:
    136
    And Yann - I am curious about your porting the project to PureData - did that work out?
     
  24. Yann

    Yann

    Joined:
    Oct 20, 2007
    Posts:
    432
    Meanwhile, I have taken another road : a RealBasic module, because I feel more comfortable with this language than with anything else... :)
     
  25. atome451

    atome451

    Joined:
    Mar 25, 2009
    Posts:
    10
    Hi all !

    It's an old post but i wanted to inform you the Mµ tookit seems to not work anymore with Unity 3 (Beta 7). Even in standalone player profile.

    I've only tested the Jittexture but it's a socket error, then i suppose there is the same problem for all communication between Max and Unity 3...
     
  26. atome451

    atome451

    Joined:
    Mar 25, 2009
    Posts:
    10
    Hi all !

    Well, maybe it was my mistake in my previous post, but now i'm able to use Mµ again with Unity 3. Of course, i've tested in standalone player profile, not web profile. I continue to find Mµ really interesting !

    Cheers,
     
  27. brust

    brust

    Joined:
    Jul 13, 2010
    Posts:
    10
    I didn't see a download link to use it, does it exists?
     
  28. techmage

    techmage

    Joined:
    Oct 31, 2009
    Posts:
    2,133
    This might be kind of stupid to ask... but I've never heard of this software Max and have no idea what it is. I'm reading the webpage and understand its like visual programming and you can generate sounds or alter video with it?

    What I'm having trouble understanding is, what exactly is this used for? Can you program Unity with Max? or do you use Max to generate sounds for Unity for games?
     
  29. cecarlsen

    cecarlsen

    Joined:
    Jun 30, 2006
    Posts:
    858
    Atome451, how did you make it work? I want to stream a texture from jitter, but the texture in Unity remains transparent. Unity 3.4.

    Cheers
    ~ce
     
  30. TeHuster

    TeHuster

    Joined:
    Aug 29, 2012
    Posts:
    4
    I've been looking for something like this, and this blew my mind! So easy to use, my mind is going crazy with the things i can do with this.
    I absolutly love it! I will be working with this in the next coming months. My thanks are plenty.

    I'm still a student and it will take a while before i completely understand the patch and unity. And i'm will be working on it from this moment.

    How ever can somebody send me in the right direction or could you tell me how i can get the textures to work. I got the same problem as CarlEmail. And i know it's because i'm a windows user and i need to change the direct 3d to openGL. But unity is still very new to me!

    thanks in advance !
     
  31. Anton-V

    Anton-V

    Joined:
    Feb 28, 2014
    Posts:
    2
    Anyone knows why I get this error ? (pic attached )

    I get it when im trying to apply textures on the cube. (p Max > Unity_texture )
    The other 2 sub patches work fine.

    I'm using unity 5 and max 7.

    Thanks in advance ! :)
     

    Attached Files:

  32. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,512


    The last post was nearly 3 years ago. If the toolkit is no longer being actively developed, and not intended to support the latest version of Unity, I would suspect that has something to do with your error.
     
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