To add further to my "internet talking to myself" thread today...

This is what it takes to change a value on just one iteration. This just
doesn't seem right that I have to employ the queue, and can't just plug the
interpolate out directly into the conditional. You have to create a queue of
all the vals that are being produced by something in an iterator, and then
make a conditional statement based on one of the positions, so that you can
flip a multiplexer that lets the "new" value pull through.

To check the demo, hover cursor over an object, click on it, then move it up
or down. That's all it does (so far).

I would definitely like clarification on why I can't use "current index"
with the "structure index member" in this scenario, and I have to use the
interpolate in Loop to get all of the indices to render.

(Now I have the horror of setting up feedback loops with this to "keep
things where they were", and getting x movement going.)

-George Toledo

On Fri, Aug 13, 2010 at 11:17 AM, George Toledo <[email protected]> wrote:

> Going further, this is what I have to do to actually iterate through the
> index values in the "iterator question current index" and have it work
> correctly.
>
> -Take an interpolation patch, set to external time, connect external time
> to current position from iterator variables.
> -Set start val to 0, set connect end value to iteration output of iterator
> variables.
> -Place interpolate in "loop" mode (not "none").
>
> This just seems weird. It seems like the output index of iterator variables
> should "just work". At least doing this makes the sprites place at the
> expected positions.
>
> -George Toledo
>
> On Fri, Aug 13, 2010 at 10:23 AM, George Toledo <[email protected]>wrote:
>
>> 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
>>
>
>

Attachment: Math on one Iteration.qtz
Description: Binary data

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