This has had me confused for quite a long time. I have built a patch that
initiates an iterator on command using a stop watch and an external timebase
for use with animations.

My requirements for this patch is that it will iterate from one number to
another. Once the iteration has stopped, it should update the starting value
with the final end value. This way when the external timebase is reset back
to 0, the outputted value should still be the same as the end value, meaning
that if I connect this to a sprites x position, it will continue to stay in
the same position.
I can then update the end value with a new number and begin the iteration
again, using the external timebase (stop watch), to animate the sprite to a
new position.

Now I have all of this working correctly (demo composition attached), just
enter in the coords you want the sprite to move to, and then click 'Start /
Stop', once the animation has stopped, click 'Start / Stop' again and type
in some new coords.

I have a few problems with this. If the animation is stopped mid way
through, the sprite returns to it's starting position. I tried feeding the
end value straight into the start value, but that changes the interpolation
curve.
The other problem is that I can't set a default start position, The sprite
will always start at 0,0. I have been thinking how I can change this for a
while but not come up with a solution. My only other programs experience is
with languages like PHP, so this style of programming is very different to
what I'm used to.

So my main question is! .....

Is there a way to have 2 inputs into a patch, so that you can set a default
value, and then update it from another place within the composition? Kind of
like how you store and update variables in PHP.

Thanks,
Charlie

Attachment: animator.qtz
Description: Binary data

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