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"Setting x using physics" OR "simulate finger tap"

Posted: 28 Jun 2013 15:06
by alex
Hey. I was searching for a long time now and I don't seem to find anyone having the same problem.

When I set the Fader.x to say 0.5, the 'head' jumps in the center instantly. I want to move according to the physics attributes I've set.

I thought, if there are not such a function maybe there is kind of a "tap" function, simulating a finger tap or a mouse click.

Any ideas?

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What I want to do is sync a couple of Faders on the Lemur with another controller. The other device doesn't have the same physics so ...

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BTW: I'm aware of the "Laggy fader" tutorial (which you can find here: http://www.tonvibration.de/extra/Lemurt ... fader.html)
and which is great, but I want to utilize the Lemurs physics.

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Best,

Alex

Re: "Setting x using physics" OR "simulate finger tap"

Posted: 01 Jul 2013 10:20
by Softcore
Unfortunately, physics are completely ignored when you set a Lemur object's variable (expression) via scripting. This is, I believe, by design although there are definitely occations where adhering to physics (or other object properties) would be desired - another case I have already mentioned elsewhere was when setting a pad's value to "on" (x == 1) and then the pad would/should return to "off" (x == 0) adhering of course to the pad's decay setting.

At the end, this is indeed a legitimate feature request in my opinion.

Re: "Setting x using physics" OR "simulate finger tap"

Posted: 04 Jul 2013 21:02
by alex
that's too bad. damn. thanks for your answer. I will checkout what you meant with the decay settings.

yes it would be a nice feature. actually, I'm sure those physics functions in the background could be exposed to the API. I'm wondering if Liine does (or already did?) expand the API or if Lemur stayd unchanged since it was another ones baby. Does anyone know something about that? Any words from devs in this forum? :)