Well, depends on what you mean by 'backwards'. In the default interpolation,
it rises to one then resets to zero - when it does that, it effectively
'goes backwards' for one frame.

Chris


On 2 November 2010 13:33, George Toledo <[email protected]> wrote:

> Something can only "go backwards" in mirror loop, so in that way, the
> requested function of being able to tell "backwards" was kind of a quirky
> premise in and of itself.
>
> -GT
>
>
> On Tue, Nov 2, 2010 at 9:30 AM, Chris Wood <[email protected]> wrote:
>
>> Yep, if the point at which it hits 1.0 isn't the exact time it gets
>> rendered, you don't get 1.0 and have to use tolerance. Problem there is
>> getting the fudge factor low enough - and if you don't use a queue you don't
>> know if the value is rising or falling, so it's as likely to trigger
>> slightly early as slightly late.
>>
>> Add into the mix the random variable of framerate - if you get a
>> particularly slow frame near the peak, your tolerance has to be bigger to
>> catch it. So you have tight tolerance and possibly fail to catch it
>> sometimes, or you have a loose tolerance and sloppy timing.
>>
>> Chris
>>
>>
>> On 2 November 2010 13:20, George Toledo <[email protected]> wrote:
>>
>>> Chris Wood, ftw. That's the framebased way of accurately doing this. The
>>> other most direct way would be built in tolerance, except that tolerance (in
>>> any route, whether built in or via math) involves fudge factor.
>>>
>>> -GT
>>>
>>>
>>> On Tue, Nov 2, 2010 at 9:16 AM, Chris Wood <[email protected]> wrote:
>>>
>>>> This is how I'd handle it. It simply detects when the output starts to
>>>> fall, so it'll happily work with either loop or mirrored loop, and most
>>>> curves / tension settings. It'll detect when any value goes from
>>>> rising/stable to falling, so you can use it elsewhere too (I tend to use
>>>> other methods in place of interpolation, at that point there's no guarantee
>>>> you're going to have a convenient way of determining state based on time).
>>>>
>>>> Chris
>>>>
>>>> On 2 November 2010 12:55, George Toledo <[email protected]> wrote:
>>>>
>>>>> "Forget about all this rigamorole way, extra patches, or getting last
>>>>> frames with queues, and just make it perform quick:"
>>>>>
>>>>> Use the Tolerance control on the Conditional method that I suggested. I
>>>>> think it was included for a reason ;)
>>>>>
>>>>> -GT
>>>>>
>>>>>
>>>>> On Tue, Nov 2, 2010 at 8:34 AM, Boštjan Čadež <[email protected]>wrote:
>>>>>
>>>>>>
>>>>>> The easyest way i can think of doing this would be to use a square
>>>>>> wave LFO alongside the interpolation patch. That will basically give you 
>>>>>> the
>>>>>> phase port you describe. Add a watcher after that and you have your 
>>>>>> bounce
>>>>>> pulses.
>>>>>>
>>>>>> Cheers,
>>>>>> fsk
>>>>>>
>>>>>>
>>>>>> On 2. nov. 2010, at 05:56, Keith Lang <[email protected]> wrote:
>>>>>>
>>>>>> > Wondering if other people ever want this feature before I submit it…
>>>>>> >
>>>>>> > Basically, I often want to know when an Interpolation patch has just
>>>>>> > 'bounced' from one of it's Start or End values, and sometimes, which
>>>>>> > direction it's heading in.
>>>>>> > This would be useful for triggering events at the end of the
>>>>>> > interpolation, loop, etc.
>>>>>> >
>>>>>> > There's no clean way to know this currently — I don't think we can
>>>>>> > assume it will pass through 0.
>>>>>> >
>>>>>> > So I'm suggesting a Phase boolean output port that changes to 1 when
>>>>>> > it's in reverse.
>>>>>> >
>>>>>> > If I'm missing an existing way, or a better implementation I'd love
>>>>>> to hear it.
>>>>>> >
>>>>>> >
>>>>>> > Keith
>>>>>> > <Interpolation-request.png>
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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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>>>
>>
>
>
> --
> George Toledo
> [email protected]
> www.georgetoledo.com
>
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