Multiball/Breakpoint HOLD TOUCHPOINTS. How???

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indijinouz
Newbie
Posts: 26
Joined: 17 Jul 2014 05:13

Multiball/Breakpoint HOLD TOUCHPOINTS. How???

Post by indijinouz »

Okay i hope this question makes sense the way i word it. First off, no i an not refferring to Hold X or Y coordinates. But similar idea in that okay right now i have two buttons setup that lock the X and Y coordinates, but what if i just want to lock where i touched so that i can lift my fingers and hand and if i had balls or breakpoints moving very slowly towards those points, they would continue moving towards them as if my had were still touching the screen. Sorry if i massacred that explination. Thanks for all ur help always:)
ndivuyo
Regular
Posts: 278
Joined: 23 May 2014 00:24

Re: Multiball/Breakpoint HOLD TOUCHPOINTS. How???

Post by ndivuyo »

Hmm you can't have a command hold the z value of the multiball on (I don't think?). Maybe you can do this with the aid of a canvas object?
I think a greater mind than mine needs to help you out, but I'll try to tinker around and see what's possible for me.
Avantgarde Sound
Newbie
Posts: 10
Joined: 20 Sep 2014 03:26

Re: Multiball/Breakpoint HOLD TOUCHPOINTS. How???

Post by Avantgarde Sound »

indijinouz wrote:Okay i hope this question makes sense the way i word it. First off, no i an not refferring to Hold X or Y coordinates. But similar idea in that okay right now i have two buttons setup that lock the X and Y coordinates, but what if i just want to lock where i touched so that i can lift my fingers and hand and if i had balls or breakpoints moving very slowly towards those points, they would continue moving towards them as if my had were still touching the screen. Sorry if i massacred that explination. Thanks for all ur help always:)
The Z variable is perishable. As such it is "created" and then "destroyed" after "real" interaction". Can't be held in thin air.
Nonetheless, you could perhaps create an expression that detects and holds the last Z value, and then use that expression for whatever you want.





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Macciza
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Posts: 1315
Joined: 07 Dec 2011 04:57
Location: Sydney, Australia.

Re: Multiball/Breakpoint HOLD TOUCHPOINTS. How???

Post by Macciza »

Hi
Basically need to look at making a physics system that drives the balls ...
And a manager for that system to deal with the interaction
It could be done within the MultiBalls object or with a Canvas, or a mix of the two ...

First thing is to decide and describe exactly what you want . . .
Do you want just one ball moving towards where you touched or all of them...
Do you want to be able to touch the balls? etc etc

Pretty sure it is achievable in some way without too much difficulty
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