Many patch can be set to be controlled by an external patch time by
selecting the patch and control+clicking. So, if you want to offset one
interpolate (or lfo, etc.) in time from another, one can set each patch to
external timebase, and then introduce a math patch in between patch time and
that patch, at say +1, to offset that part of the chain from the other.

One can control patch time with a stop watch as well. This allows you to set
an animation sequence into motion after a user event (eg., mouse, keyboard,
etc.), instead of upon the composition running.

One can attach conditionals to a patch time or stopwatch output, so that
when a value is greater than or equal to, the conditional outputs a true.
This principal can be used to enable renderer patches (sprites, billboards)
at given times, or to toggle multiplexers to different states.

Most importantly, there is an actual timeline patch, which is heavily
programmable. Timeline can also be set to external timebase. This allows one
to setup complex sequences that are triggered by something turning true, and
enabling a Stop Watch connected to patch time of a Timeline patch.

I'm sure there are even more ways of sequencing events that I'm not thinking
about off the top of my head.

Here's a further line of thought....

That conditional/patchtime or stop watch method, when attached to a Sprite
(or other renderer) is kind of like a bang. It will cause the entire chain
to execute. So, if you have an animation sequence that renders to one
sprite, and then you want to trigger to the next sequence 10 seconds later,
or at an arbitrary time, you can be doing this be setting things up so that
Sprite 1 turns on, then 10 seconds later a conditional statement turns true,
which turns your next sequence on.

A demultiplexer may also be handy for you. You can base your logic in a way
that changes index values on a demultiplexer, causing different rendering
chains to execute depending on the current index value. This can be set to
turn other chains off via Settings.

I know this is kind of a sprawling response, but there's more than one
approach to solve your scenario, so I'm trying to give an overview of
various principles that may help you.

Best regards,
GT

On Mon, Nov 1, 2010 at 7:43 PM, Nick Bonatsakis <[email protected]>wrote:

> Hi Everyone,
>
> I want to render a sequence of text animations (i.e. Text1 flies in
> then fades out, Text2 flies in and fades out, etc). I have a macro
> that uses the Image With Text patch to define the text, some
> interpolations and do the animation, and ultimately renders to a
> billboard. The issue is, when I play the composition, they all play at
> the same time. I was tinkering with the JavaScript patch and Patch
> Time, but I just don't see a way to make the animation start delayed
> (as in start the first at 0, star the second at 10, or simply when the
> first finishes). QC is great, but it seems like a very declarative
> paradigm where what I'm needing here is more "timeline" based.
>
> Thanks all.
>
> --
> Nicholas Bonatsakis
> Software Engineer
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-- 
George Toledo
[email protected]
www.georgetoledo.com

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