I don't want to interrupt this discussion, but can someone please explain
Tolerance.

Regards
Charlie

On 2 November 2010 15:53, Alastair Leith <[email protected]> wrote:

> I think he's using 'backwards' to say second half (duration) in a mirrored
> loop interpolation. Nothing to do with in or out values.
>
> Here's a comp you can assume the direction of the change (derivative if
> you're comparing frames) has anything to do with 'phase' or
> none/loop/mirror-loop.
>
>
>
> On 03/11/2010, at 1:00 AM, George Toledo wrote:
>
>
>
> On Tue, Nov 2, 2010 at 9:50 AM, Chris Wood <[email protected]> wrote:
>
>> 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
>>
>
> Yeah.... or it simply restarts sequence of something happening over a
> duration. I guess it depends on how you're looking at it. There's no point
> in a semantic melt down ;)
>
> I mean that for all cases, there can always be a single frame where Result
> Value equals end value, but only two cases where values reverse sequence and
> those are mirrored loop and mirrored loop once. That kind of makes the
> backwards premise odd to me.
>
> It is equally constructive to simply see if something is increasing or
> decreasing, which isn't synonymous with the interpolate being on the front
> side or back side of the loop either, since start value can be greater than
> end value. The requested functionality of "backwards" strikes me as odd, off
> the top.
>
>
>
> -GT
>
>>
>>
>> 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
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>>>>> George Toledo
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>>
>
>
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> George Toledo
> [email protected]
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