# conye – mocap

The one below is after I spent a kind of unnecessary amount of time cutting up a picture of myself to use as the reflection. I just thought their shaders were so cool and wanted to see what it would look like with a different image.

Here are some side by side pics with some different ball sizes:

My initial sketches:

As you can see, my final product doesn’t have much to do with my initial sketches. Originally, I wanted to display two figures made of particles walking towards each other, and the closer together they get, the more “attracted” to each other they are. I would’ve used a physics force formula to simulate this effect on their particles, where the effect is stronger the closer they are to each other. So, after the two figures meet in the middle they can no longer un-converge.

However, three.js was harder to work with then I realized, so I was super stuck the night it was due! Golan helped me/a few other people figure out three.js and said that using metaballs would look “slick.”

I thought using metaballs would be a good place to start (particle systems / point clouds seemed a little beyond my reach), so I attached some metaballs to a moving skeleton, but haven’t added the part with the two figures! I do like how it looks, but I really wish I had more time to play with the effects and finish my concept. I imagine it would look super “””””slick”””” if two metaball mocap figures collide and converge like I had imagined in my concept!!

Ultimately I learned a lot about how three.js works, along with how to use metaballs and shaders. I had originally wanted to spend more time making my own shader, but it was way too much to learn in one night (at least I have a basic understanding of how they work now though).

Below is the code. I’m using BVH files from the CMU graphics lab. It’s like a zombie child made of lots of three.js examples, but mainly the marching cubes example: https://threejs.org/examples/?q=mar#webgl_marchingcubes