Mailing Lists: Apple Mailing Lists

Image of Mac OS face in stamp
 
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: patch time, value passing and element execution



Hi, here's a technote on timebases:

<http://developer.apple.com/qa/qa2005/qa1427.html>

Also, attached, a composition that systematically explores different timebases on patches and sub-patches.

With the main composition running, 'disable' and 'enable' the subpatches. Also 'stop' and 'run' the composition and see what happens to the time values.

There are some interesting behaviours - noted in the notes within the composition - particularly the persistence of the time base on non- rendering patches with particular settings [see the 'Patch Time - External - Driven with Interpolation' sub-patch]

One main conclusion: one can set up complex chains of patches and sub- patches that have their own independent (local) time-base or inherit timebases from their 'parent' patch or published ports. Setting the timebase menu combined with disabling/enabling sub-patches during the execution of a composition allows fine grained control over time based behaviours. This effects any time sensitive patch - like movies, patch time, LFO, interpolations, smooth, timelines.

I hope this helps. May not solve your immediate problem. But worth getting ones head around.

Regards, Ian

Attachment: Timebase Exploration.qtz
Description: application/quartzcomposer



On 4 Feb 2008, at 23:46, James Sheridan wrote:


Hi All,

Could someone please explain to me how I should be using the patch time element?

I have a patch that i'm building that uses a slider like control where i'm using a game pad to control the movement of the slider. This means the slider has a min and a max value as inputs as well as a rate of change which comes from the gamepad and is -0.5 to 0.5
The problem I have is that under certain conditions for all of these methods the output (slider) value doesn't continually change even though im no where near the min or max. It seems to be that certain elements only get executed when my input value changes - ie if i hold the game stick to max up (0.5) I'll have my slider move 0.5 but no more - to continue to get it to move i need to wiggle the game stick back and forth so the value continually changes.


I've gotten it working in numerous ways

1) using conditional, logic, math and sample and hold elements - but when i put all this in a macro patch or a clip it breaks....most annoying
2) using javascript - this only works if i include a dummy input variable and connect a local patch time element to it
3) using a combination of both - works until i put it into a macro


How does putting things in a macro or clip stuff up variable passing/ element triggering? anyone know how i could fix this?

What do the different timebases on the patch time element mean?

Thanks in advance - James
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list (email@hidden )
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/email@hidden


This email sent to email@hidden

 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list      (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/email@hidden

This email sent to email@hidden

References: 
 >patch time, value passing and element execution (From: James Sheridan <email@hidden>)



Visit the Apple Store online or at retail locations.
1-800-MY-APPLE

Contact Apple | Terms of Use | Privacy Policy

Copyright © 2007 Apple Inc. All rights reserved.