On Sep 19, 2009, at 12:08 PM, George Toledo wrote:
Nice! I haven't tried this yet. Thanks for letting me know the route
I should be taking.
With the Interaction patch, I'm desiring to be able to hook the
Interaction output (blue cable) to multiple Sprites/Mesh Renderers,
and set offsets between them using math coming off the the x/y
output (imagine a 4x4 + grid) and have every one of the Sprite/
Billboards/Mesh Renderers be "hot"/"grab"able, but also have them
move together as a group, instead of having only one of the Sprites
be the one that is able to interacted with - without having to
involve Iteration in the scenario.
Makes my head hurt a bit, but perhaps perfectly reasonable. File a
feature request.
Iteration is a deal breaker since iterated objects won't work with
the shadow option in the Lighting patch.
This is a bug and should be filed.
I want to be able to control multiple Sprites like this without
involving the Iterator, since I want the shadow effect. For the sake
of argument, imagine a flock of dae birds or again, a grid of
sprites, where the Interaction x/y attaches to each Mesh renderer or
Sprite, with math+lfo making an offset and organic movement between
all of them, but wanting the user to be able to "grab" any of the
objects to "move" the grid/flock, but also get the benefit of the
shadowing.
When one attempts to hook the Interaction out to multiple Sprites,
the oldest connection breaks. One can put multiple Interaction
patches on the editor, but then the Interaction becomes unstable and
"halty" ; probably because this is not intended.
Can you explain this a bit more? Are you chaining Interaction patches?
.xX
I wouldn't even think to put multiple external event patches like
that but for want of a work-around, and the fact that the x/y
offsets on the patch seem to suggest it as a possible working method
(but it isn't).
There may be an obvious workaround to not involve the Iterator, and
have multiple Sprites or Meshes work with Interaction, with each
being "grab-able", but it's eluded me so far.
I'll also try the 3D sound setup that I've intended now that you've
given me a greatly appreciated running start on capping the counter.
Thanks again,
George Toledo
On Sat, Sep 19, 2009 at 2:27 PM, Alessandro Sabatelli
<[email protected]> wrote:
You can use Javascript to roll your own counter:
var _count = 0;
function (__number Count) main (__boolean Increasing, __boolean
Decreasing, __boolean isLimited, __boolean wrapLimits, __number
Min, __number Max, __boolean Reset) {
var result = new Object();
if (isLimited) {
if (wrapLimits) {
if (Increasing) (_count++)%Max;
if (Decreasing) _count==Min?Max:_count--;
} else {
if (Increasing) _count==Max?_count:_count++;
if (Decreasing) _count==Min?_count:_count--;
}
} else {
if (Increasing) _count++;
if (Decreasing) _count--;
}
if (Reset) _count = 0;
result.Count = _count;
return result;
}
If you wanted to use this in an iterator you would need to modify
this or something like this to have an internal count per iteration:
var _count = []
function (__number Count) main (__index Iterations, __index
Index, ... {
..._count[Index]
}
If the 3D sound player is not working properly inside of the
iterator please file a bug.
As for the Interaction patch it would be helpful if you could
explain the problem you are trying to solve a bit more.
Thanks!!
.xX
On Sep 17, 2009, at 9:06 PM, George Toledo wrote:
I have a some questions about ideas I've had that have been raised
by this example.
Is there a way to cap the counter? What is the proscribed way to
trigger a reset on the counter so that each counter is limited to a
given maximum number? It doesn't seem like this is possible. True or
false?
Secondly, it also doesn't seem as if the 3D sound player will work
inside of an iterator. Is this true?
The basic idea would be to have each iterator counter trigger sound
files by having the iterator counters control index value of a file
structure. I'm not including an actual qtz file with this, as the
most preliminary tests with manipulating the Iterator Counter.qtz
seem to show that the patches aren't designed for this.
Also, I'm not 100% sure, in general, why the Interaction patch can't
work with multiple renderers, but only one at a time. If it could
connect to multiple renderers, math could be used to offset the x/y
translations, and billboard, sprites, spheres, etc., could be moved
around as groups with consistent spacing. Is this a reasonable
request given the design?
-George Toledo
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