hi all

thanks for all who have replied and giving those great ideas on how to get the smoothening done within an iterator patch.
i thought i would share my solution with all.

my main goal was to have the iterator dynamically draw a series of spheres based on the structure which could potentially be changed during run time. having the "smooth" function external resulted in too many lines going in and out of the patches. this was hardly the modular solution i was looking for.

so i managed to come up with a way to have an iterator within an iterator that houses my own "smooth" calculations. it works pretty well for me and all i had to do was to pass it the final X and Y ordinates and the objects would transit automatically from the old location to the new location.

i thought this might be a little more re-useable.

i hope this helps others who have faced a similar problem before.. :-)

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Description: application/quartzcomposer



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On 31/03/2008, at 7:38 PM, Emil Lundberg wrote:
but once the "Smooth" patch was introduced to help "smoothen" the
jumping around motion, the spheres no longer appeared in the right
places.
in fact, they all seemed to take only the state of the last sphere.

i was wondering if i am doing anything wrong here?
or if the "smooth" path doesn't work work well inside the interator
patch?

Smooth needs to be "stateful" to do its job.  In other words, it has
to remember its previous outputs to produce new inputs.  When it's
inside an iterator, it's a single patch (1 recorded state) executed
multiple times.  What you are wanting requires a distinct state for
each sphere.  This means you'll need to do some interesting patch
juggling to get it working (I'm sure someone clever will whip
something up... I'm not able to at the moment).

I saw this too. My workaround was to do the smoothing outside the iterator, then modifying that value inside the iterator using the Iterator Variables patch.

Worked like a charm for my particular application, but YMMV.

/Emil

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