Hi, if you want to blend between compositions, I guess you have to render them in two textures first (with each of the compositions in one Render In Image Patch) and use the Dissolve patch to fade between those. Use a Multiplexer patch (with input type "Image") so switch between your "Render In Image"-Outputs.
"There are no silly questions, only stupid answers." :-) best, Achim Breidenbach Boinx Software On 11.07.2012, at 09:32, Gideon King wrote: > Thanks Achim and Alastair, > > I have solved the issue with the text by setting the font size using pixels > to units and looking at the resultant size - it's always the same so I can > just use that value, and do all the calculations in my app, then use an input > to pixels to units into the Y position of the sprite. Once I realized that > everything is center based and not flipped, I got the dimensions right and it > works like a charm. > > I'll have another think about the random choice of animations. I could do the > choosing in my app and just fire off the new value and get it to disable the > old animation and enable the next, but the thing is that I want to fade one > out and the next one in, and I'm not currently sure how to trigger that. > Thanks for the pointer to those specific patches - I'll have a look at them > and see which ones are of use to me for this task. I haven't really done a > lot of research and exploring for this one yet, so will have a decent play > before bothering people with too many silly questions… > > > > Regards > > Gideon > > On 11/07/2012, at 5:15 PM, Achim Breidenbach <[email protected]> wrote: > >> Hello Gideon, >> >> regarding the image height: You also could feed in the y-position where the >> text should be above (or below) and calculate the y position of the sprite >> in your composition depending on this value and the half text image height. >> With this, you don't need to know the text height outside your composition. >> Anyways: QuartzComposer is "value-pull-based" which means, that only such >> patches gets processed that are currently needed to calculate any output on >> screen. Your sprite is the first one to be executed. This patch asked their >> input patches for their output values which then recursively ask their >> previous patches for their outputs, and so on. this gives sometimes the >> issue of values are coming up a frame later than expected. >> >> Your random timer problem can be solved on different ways. The hard way is >> to use the native QC patches, like Stop Watch, Random, Sample&Hold, >> Watcher-Patch and Pulse-patches. The other way would be to use the >> JavaScript to implement this in a short state machine. This is for sure the >> easier way, but the current JavaScript implementation make some trouble if >> you running QuartzCompositions in a host app. Thats why we choose to use a >> LUA patch to implement this kind of logics. >> >> best, >> >> Achim Breidenbach >> Boinx Software >> >> > _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [email protected]

