I have two questions: 1: If I have a sprite that is being iterated, and x positions are being offset by the iterator/interpolation combo, how do I do manipulate the value of a specific iteration while maintaining the offsets dictated by the interpolation for the rest of the iterations? See attachment "iterator question.qtz".
2: In an attempt to build a structure of the offsets inside the iterator, so that I could perhaps perform math on just one of the values, I setup something that seemingly should render correctly, but it doesn't and I don't see the flaw. Basically, the index output of iterator variables isn't working the way I "think it should" in conjunction with the structure index's index input. The iterations of the sprite are "spread out" in a way that doesn't seem correct. I've noticed other times when the index output doesn't deliver what I've "thought it should" when working with structure index, and have worked around this by using an interpolate set to external time and connected to iterator var, with the desired min and max vals dictated by start and end times, but that doesn't quite work here - all of the iterations still won't render if I do that. Thanks for feedback on this, Again, the basic synopsis is that I want to be able to use iteration to establish general layout, and then manipulate placement of only one iteration. -George Toledo
Iterator Question.qtz
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Iterator Question Current Index.qtz
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