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Re: Using accelerometer to control multiball so it bounces?

Posted: 29 Jan 2012 23:13
by fourier
Since the accelerometer has only 3 parameters (x,y and z) I guess you need to give them a number. You could try to change the number and see if it still works (OSC). I just copied the code from the forum over here.

Re: Using accelerometer to control multiball so it bounces?

Posted: 30 Jan 2012 00:34
by Phil999
axel_liine wrote:A short one as promised. Will make it more customizeable for the User Lib.
great! I like it a lot. Don't know yet a real application for it, but it's beautiful. Maybe for a Pong game?

I usually have my iPad stationary, but this accelerometer input is quite accurate and usable. Giving us some ideas for probable applications. I like to use Lemur/iPad in a live situation, and turning and twisting this thing might be something that adds to the experience. I'm rather new to this thing, only three weeks with the iPad. I like it.

Re: Using accelerometer to control multiball so it bounces?

Posted: 30 Jan 2012 07:52
by studioda
i want to use Z axis to control volume (or velocity) and I want to know if it's possible to recover height (altitude) whith the accelerometer datas

Re: Using accelerometer to control multiball so it bounces?

Posted: 04 Feb 2012 05:36
by Salt+Slug
I am going to try this out in my Moog Little Phatty template, I would like to have this as a script attached to a row of switch objects (4 switches) to control the routing to the multiball objects on and off, (to be able to turn accelerometer control on and off individually for each multiball or X/Y pad as I am using them.)
Can you scripting geniuses help with that?

Re: Using accelerometer to control multiball so it bounces?

Posted: 06 Feb 2012 00:24
by Salt+Slug
so, i have been pushing this through my head over and over and while no closer to implementing this into my Little Phatty controller, (with switches to turn on and off) I have been thinking about use as a sequencer with a breakpoint object, to have the balls/points work as note on with the bottom being pitch scaled left to right, so have points "spawn" near the top, be able to bounce off walls (and other points?) and slide down to trigger notes as the hit the bottom and disappear to be re-spawned and repeat, friction/speed ruled by tilt of iPad. also a control to determine the number of points/balls/notes.... Call it Rain