Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-17 Thread cyrille henry



Thomas Jeppesen a écrit :

Hi,

The line3 object would be perfect in my situation. The only problem is 
that it doesn't work in PD Vanilla, 
it work with pd vanila, but it's not part of pd vanilla. 
(i don't use extended)
which is what drives RjDj - only PD 
extended seems to support the line3 object.

sorry, i missed that you where using rjdj, so you can't use line3.
i really should make an abstraction version of this extern.

Cyrille



Thanks for pointing out the line3 object out to me though!

Cheers,
Thomas :)

cyrille henry wrote:

hello,

i prefer using the line3 object for this.

cyrille


Martin Schied a écrit :

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade 
function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a 
full stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-17 Thread Thomas Jeppesen


No worries, all contributions to my little problem here was welcome and 
helped me creating a good solution for what I needed :)


An abstraction of the line3 object would be nice though :)


cyrille henry wrote:



Thomas Jeppesen a écrit :

Hi,

The line3 object would be perfect in my situation. The only problem 
is that it doesn't work in PD Vanilla, 
it work with pd vanila, but it's not part of pd vanilla. (i don't use 
extended)
which is what drives RjDj - only PD extended seems to support the 
line3 object.

sorry, i missed that you where using rjdj, so you can't use line3.
i really should make an abstraction version of this extern.

Cyrille



Thanks for pointing out the line3 object out to me though!

Cheers,
Thomas :)

cyrille henry wrote:

hello,

i prefer using the line3 object for this.

cyrille


Martin Schied a écrit :

hi,

a very common approach to this is using a function like cosine or 
an other function which fits your needs. u can still use the vline 
but instead of directly using it use its output to control the 
fade function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little 
object around on a plane. The object is been given random 
coordinates which it is supposed to gradually move to in five 
seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to 
be more natural. By natural I mean that the object accelerates 
in the beginning and then decellerates near the end until it comes 
to a full stop at the exact coordinates that where randomly 
produced..


I've been trying to get my head around a solution for quite a 
while now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me 
how it's done :)


Thanks in advance,
Thomas :)


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[PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which it 
is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be more 
natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a full 
stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while now, 
but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how it's 
done :)


Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Hans-Christoph Steiner


There are lots of curve objects in the mapping library for this.  The  
mapping lib works on all 0-1 range, so make your [line] generate a  
ramp from 0 to 1 in the time you want.  Then after the [line], use a  
curve object.  They are named after the shape and types of segment.


shape:
sigmoid (S-shaped)
seat (like you sit in)

types:
breakpoint
cubic
quartic
circular
elliptical
etc...

I'd start with [exponential_sigmoid].  You'll most likely want a  
sigmoid shape for the accel/deccel pattern you describe.


.hc


On Mar 16, 2010, at 3:59 PM, Thomas Jeppesen wrote:


Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object  
around on a plane. The object is been given random coordinates which  
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a  
line-object which works fine, but I'd prefer for the movement to be  
more natural. By natural I mean that the object accelerates in the  
beginning and then decellerates near the end until it comes to a  
full stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while  
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out  
there, and I'm hoping that one of you will stand up and show me how  
it's done :)


Thanks in advance,
Thomas :)


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A cellphone to me is just an opportunity to be irritated wherever you  
are. - Linus Torvalds



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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Martin Schied

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a full 
stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread cyrille henry

hello,

i prefer using the line3 object for this.

cyrille


Martin Schied a écrit :

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a full 
stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen
Great - thanks Martin. I have this working now. Now I just need to apply 
it to my patch.


Thanks for the quick response guys!

Cheers,
Thomas

Martin Schied wrote:

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade 
function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a full 
stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

Hi,

The line3 object would be perfect in my situation. The only problem is 
that it doesn't work in PD Vanilla, which is what drives RjDj - only PD 
extended seems to support the line3 object.


Thanks for pointing out the line3 object out to me though!

Cheers,
Thomas :)

cyrille henry wrote:

hello,

i prefer using the line3 object for this.

cyrille


Martin Schied a écrit :

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade 
function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a 
full stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Max
i use this patch to decide which function suits the application best:




skalierungen.pd
Description: Binary data



Am 16.03.2010 um 20:59 schrieb Thomas Jeppesen:

 Hi guys,
 
 I'm working on a patch (rjdj scene) where I'm moving a little object around 
 on a plane. The object is been given random coordinates which it is supposed 
 to gradually move to in five seconds.
 
 Right now my solution is to bang the x- and y-coordinates into a line-object 
 which works fine, but I'd prefer for the movement to be more natural. By 
 natural I mean that the object accelerates in the beginning and then 
 decellerates near the end until it comes to a full stop at the exact 
 coordinates that where randomly produced..
 
 I've been trying to get my head around a solution for quite a while now, but 
 unfortunately no luck so far.
 
 I'm sure this must be simple stuff for some of you PD-geniuses out there, and 
 I'm hoping that one of you will stand up and show me how it's done :)
 
 Thanks in advance,
 Thomas :)
 
 
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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Frank Barknecht
Hallo,
Thomas Jeppesen hat gesagt: // Thomas Jeppesen wrote:

 Great - Thank you very much. I'll take a look in the mapping library.

For RjDj scenes you probably will prefer the puremapping library, in SVN at
Sourcforge in: trunk/abstractions/nusmuk/puremapping/

Last I checked, the older mapping had many dependencies on externals and
other abstractions etc. This can be a proctological nuisance when only vanilla
Pd is available.

puremapping additionally omits the [expr] object most of the time, which gives
a speedup and lets you run on the less-than-vanilla Pd in RjDj which is missing
[expr].

Ciao
-- 
Frank

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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

Thanks - that looks very helpful!

Cheers,
Thomas

Max wrote:

i use this patch to decide which function suits the application best:


  






Am 16.03.2010 um 20:59 schrieb Thomas Jeppesen:

  

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object around on 
a plane. The object is been given random coordinates which it is supposed to 
gradually move to in five seconds.

Right now my solution is to bang the x- and y-coordinates into a line-object which works 
fine, but I'd prefer for the movement to be more natural. By natural I mean 
that the object accelerates in the beginning and then decellerates near the end until it 
comes to a full stop at the exact coordinates that where randomly produced..

I've been trying to get my head around a solution for quite a while now, but 
unfortunately no luck so far.

I'm sure this must be simple stuff for some of you PD-geniuses out there, and 
I'm hoping that one of you will stand up and show me how it's done :)

Thanks in advance,
Thomas :)


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Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

OK,

Thank you that is good to know and very helpful!

Thanks all - I'm very close to having implemented a solution to my problem.

Cheers,
Thomas

Frank Barknecht wrote:

Hallo,
Thomas Jeppesen hat gesagt: // Thomas Jeppesen wrote:

  

Great - Thank you very much. I'll take a look in the mapping library.



For RjDj scenes you probably will prefer the puremapping library, in SVN at
Sourcforge in: trunk/abstractions/nusmuk/puremapping/

Last I checked, the older mapping had many dependencies on externals and
other abstractions etc. This can be a proctological nuisance when only vanilla
Pd is available.

puremapping additionally omits the [expr] object most of the time, which gives
a speedup and lets you run on the less-than-vanilla Pd in RjDj which is missing
[expr].

Ciao
  



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