On Sun, Nov 7, 2010 at 10:27 AM, Christoph Kluxen <[email protected]> wrote:
> Thanks George, > > As most if I ask a question I come to another, so I`m learning the Iterator > now, there are variables with an set offset. I read some of your older mails > (talking mainly to yourself). > Ha! That sounds so sad. There have been a few times that I've posted to list about some things that are basically buggy; like the fact that normals with the mesh creator is wonky, volume mode doesn't work, shadow option in lighting is broken, some openCL and iterator bugs. Some of those "threads" have gone unanswered because there really aren't any answers. Even at points where it's been obvious that no one knows what the heck I'm talking about, I've posted follows ups of my findings for people's future reference. > Ah, hell I don`t know what it has to do with the patch time and how to > control the iterator variables over time and their position. > I´m sure it will bring me to a third question, perhaps. > > I have to dig further... > > thanx _______________________________________________ Think of the Iterator like this; you have one object, and you want to render a bunch of what is essentially that one object. Let's use a Sprite for example. In order to render multiples of this Sprite, one can take a shortcut. First, imagine all the things that object does over the course of one second. If it's connected to nothing, it just sits there. However, if you've connected it to Interpolation, LFO's, or other objects, that Sprite's input ports have different values over the course of that second. So, if I move a sprite from -1 to 1 X translation, with an Interpolation, repeat set to none; I see it move from point A to point B, and I see one of them. I put this in an Iterator, and set it to 5. I connect time base of the Interpolation to the Current Position value supplied by Iterator Variables. Now, I will see a Sprite placed at position -1, -.25, 0, .25, and 1; I see where the sprite would be if I was to take a snapshot of it at 0, .25, .5 , .75 and 1 seconds in time, all simultaneously. So, the iterator is rendering all of these slices of time at once. Hopefully that helps explain Iteration in general terms. The Current Index is associated with each of those time slices/iterations. So, one can use it and Conditional, or math, to produce true values that manipulate only certain Iterations by using the Conditional output to toggle Multiplexers that are connected to the iterated object. -GT > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/gtoledo3%40gmail.com > > This email sent to [email protected] > -- George Toledo [email protected] www.georgetoledo.com The information contained in this E-mail and any attachments may be confidential. If you have received this E-mail in error, please notify us immediately by telephone or return E-mail. You should not use or disclose the contents of this E-mail or any of the attachments for any purpose or to any persons.
Iteration and Time.qtz
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_______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [email protected]

