You can also use the Composition patch to load entire QCs within
another composition. You could send time to each separately for
example to launch each one independently.

I do like Mirek's clean solution — personally I struggle to work with
the Timeline patch (mostly window management stuff) and don't use it
as much as I could. Would love a tweaked one for Lion ;)

Keith



On Tue, Nov 2, 2010 at 11:52 AM, Mirek Rusin <[email protected]> wrote:
> ...shouldn't do it but here's homework done for you
> basically all what GT said
>
>
> M
>
> On 2 Nov 2010, at 01:33, George Toledo wrote:
>
> This is kind of basic, and doesn't touch on all the points of my previous
> email, but it may be some food for thought.
> -GT
>
> On Mon, Nov 1, 2010 at 8:22 PM, George Toledo <[email protected]> wrote:
>>
>> 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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>
>
>
> --
> George Toledo
> [email protected]
> www.georgetoledo.com
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