try tacking out the trackball and replacing with a transform, then connect a
sprite instead of a cube. if you don't rotate the sprite will always face
you, but then you won't really know its 3d so connect some lfo to the
transform so it will rotate but not far enough to flip. look at the que
image stack example it does something similar to this. pretty neat if you
put a particle in a render in image feed that into the que, or run a bunch
of mri pics through it. if you are wanting to still rotate the grid but have
sprite face you and not follow the grid you are going to have to subtract
and add the off set of how much you rotate. if you rotate 45˚ you need to
add 45 or subtrack 45 depending on which way the grid is moving. you can do
this with the math patch so you don't actually have to figure anything out.
just add the rotate value to the value 1 of math subtract as operand and add
the same value to the value 2 input. make another one for the add operand
then make a conditional and a logic that detects if you need to subtr or add
On Fri, Jan 23, 2009 at 2:22 PM, aienn <[email protected]> wrote:

> hey listers,
> I'm trying to recreate a simple (yet nice) PC screensaver in QC
> structurally it's very much like a bundled example
> have a look:
> /Developer/Examples/Quartz Composer/Compositions/Conceptual/Noise - 3D.qtz
>
> there are proper 3D cubes in that example grid
> but I need to have 2D sprites in their place that always face the user
> and I'm not exactly sure what sort of renderer patch of use in place of
> those cubes
> and how to position them so they'll always face the user
>
> any ideas?
>
> a.
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-- 
Dustin O'Connor
http://numedia-sci.info
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