I will add that the javascript method hadn't occurred to me, because in the
past I had found that doing setups with javascript inside of an iterator
would be taxing many times. It will be interesting to foray into this in SL
:)
-George Toledo

On Sat, Sep 19, 2009 at 3:08 PM, George Toledo <[email protected]> wrote:

> 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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>>
>
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