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'fading out' physics engine

Posted: 27 Feb 2012 19:01
by samvoltek
Hello,

Wonder if anyone can help me... I'm working on this template for sending MIDI CC values, and using mass-spring to create an LFO.
MultiLFO4.jzlib
Multiball Midi CC LFO
(24.83 KiB) Downloaded 76 times
I am struggling with the multiball physics.

What I am trying to achieve is this: When the 'Physic' button is switched off, rather than the multiball immediately jumping to a static value, I want it to slowly come to a stop, before switching to interpolate mode.

As I have it now, it comes to a stop, and then jumps to another value. I have no idea where it gets this value from either, doesn't seem to be related to Physics on or off messages.

Any tips would be hugely appreciated!

Thanks
Sam

Re: 'fading out' physics engine

Posted: 27 Feb 2012 21:12
by samvoltek
Ah.. seems the value it jumps to is Multiball.x at the time Multiball.z goes to 0.

Think its solved now, added a 'bangvalue' expression to happen before the Multiball physics switches off, and this in the OnFrame timer script:

Code: Select all

delay = (time - starttime)<=2;
bangvalue = (time - starttime)<=1.8;

if ((bangvalue==0)&&(stage==2)) MultiLFO.x[0] = MultiLFO.x[0];

if ((delay==0)&&(stage==2)) 
{stage = 0;
FRICTION.x = 1;
physic = 1;
setattribute(MultiLFO, 'physic', physic);}
else return;
Will fix a few other things and upload to the user library soon i guess.
the end goal is to make this a multi channel LFO with cross modulation..but quite a way to go with that.. ;)