Nice! I haven't tried this yet. Thanks for letting me know the route I
should be taking.
With the Interaction patch, I'm desiring to be able to hook the Interaction
output (blue cable) to multiple Sprites/Mesh Renderers, and set offsets
between them using math coming off the the x/y output (imagine a 4x4 + grid)
and have every one of the Sprite/Billboards/Mesh Renderers be
"hot"/"grab"able, but also have them move together as a group, instead of
having only one of the Sprites be the one that is able to interacted with -
without having to involve Iteration in the scenario.

Iteration is a deal breaker since iterated objects won't work with the
shadow option in the Lighting patch. I want to be able to control multiple
Sprites like this without involving the Iterator, since I want the shadow
effect. For the sake of argument, imagine a flock of dae birds or again, a
grid of sprites, where the Interaction x/y attaches to each Mesh renderer or
Sprite, with math+lfo making an offset and organic movement between all of
them, but wanting the user to be able to "grab" any of the objects to "move"
the grid/flock, but also get the benefit of the shadowing.

When one attempts to hook the Interaction out to multiple Sprites, the
oldest connection breaks. One can put multiple Interaction patches on the
editor, but then the Interaction becomes unstable and "halty" ; probably
because this is not intended. I wouldn't even think to put multiple external
event patches like that but for want of a work-around, and the fact that the
x/y offsets on the patch seem to suggest it as a possible working method
(but it isn't).

There may be an obvious workaround to not involve the Iterator, and have
multiple Sprites or Meshes work with Interaction, with each being
"grab-able", but it's eluded me so far.

I'll also try the 3D sound setup that I've intended now that you've given me
a greatly appreciated running start on capping the counter.

Thanks again,
George Toledo


On Sat, Sep 19, 2009 at 2:27 PM, Alessandro Sabatelli <[email protected]> wrote:

> You can use Javascript to roll your own counter:
>
> var _count = 0;
> function (__number Count) main (__boolean Increasing, __boolean Decreasing,
>  __boolean isLimited, __boolean wrapLimits, __number Min, __number Max,
> __boolean Reset) {
>        var result = new Object();
>
>        if (isLimited) {
>                if (wrapLimits) {
>                        if (Increasing) (_count++)%Max;
>                        if (Decreasing) _count==Min?Max:_count--;
>                } else {
>                        if (Increasing) _count==Max?_count:_count++;
>                        if (Decreasing) _count==Min?_count:_count--;
>                }
>        } else {
>                if (Increasing) _count++;
>                if (Decreasing) _count--;
>        }
>
>        if (Reset) _count = 0;
>
>        result.Count = _count;
>        return result;
> }
>
> If you wanted to use this in an iterator you would need to modify this or
> something like this to have an internal count per iteration:
>
> var _count = []
> function (__number Count) main (__index Iterations, __index Index, ... {
>        ..._count[Index]
> }
>
> If the 3D sound player is not working properly inside of the iterator
> please file a bug.
>
> As for the Interaction patch it would be helpful if you could explain the
> problem you are trying to solve a bit more.
> Thanks!!
> .xX
>
>
> On Sep 17, 2009, at 9:06 PM, George Toledo wrote:
>
>  I have a some questions about ideas I've had that have been raised by this
>> example.
>>
>> Is there a way to cap the counter? What is the proscribed way to trigger a
>> reset on the counter so that each counter is limited to a given maximum
>> number? It doesn't seem like this is possible. True or false?
>>
>> Secondly, it also doesn't seem as if the 3D sound player will work inside
>> of an iterator. Is this true?
>>
>> The basic idea would be to have each iterator counter trigger sound files
>> by having the iterator counters control index value of a file structure. I'm
>> not including an actual qtz file with this, as the most preliminary tests
>> with manipulating the Iterator Counter.qtz seem to show that the patches
>> aren't designed for this.
>>
>> Also, I'm not 100% sure, in general, why the Interaction patch can't work
>> with multiple renderers, but only one at a time. If it could connect to
>> multiple renderers, math could be used to offset the x/y translations, and
>> billboard, sprites, spheres, etc., could be moved around as groups with
>> consistent spacing. Is this a reasonable request given the design?
>>
>> -George Toledo
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