Pose-driven Particle Shader
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A person’s jumping-jack movements reshape a particle animation. The video, tracking trace and shader output show each step from the physical movement to the abstract visual response.
Blaze Pose estimates body landmarks from the video. Object filter extracts one coordinate, and exponential smoothing reduces abrupt changes before the value reaches the particle shader’s Tau control. The important step is reducing a whole pose to one usable control, then choosing how quickly the visual should follow it.
Try it
Open the ZIP directly in score; the video and pose model are included. The ONNX/Blaze Pose and Object filter add-ons are required. Start playback and show both Window outputs, then follow the tracked coordinate in the particle image.
Increase the smoothing Alpha for a quicker response to movement, or decrease it for a slower, more fluid response. To try another tracked coordinate, edit the Object filter query, initially [ .keypoints[15].position[0]], and check the trace before judging the visual result.
This patch uses prerecorded video; a live camera would be an adaptation. Before changing the tracking source or coordinate, remap its range away from zero: the shader divides an angle by Tau. The disconnected Range Filter does not currently protect that input. See AI Recognition.