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Post by esteband on Feb 25, 2014 0:39:13 GMT 1
Hey syntheditors,
I'm trying to make an infinite knob. You know - the kind of knob with no start or end - that can freely rotate around and around. I've made the graphic part in knobman. The knob itself is capable of rotating 360 degrees.
Now, how do I convince synthedit to LET me rotate it all the way around? I've tried one of Daz's modules, called dd_infinte, but it doesn't work. I suspect it was written with an older sdk. Even on his website, the example illustration shows the old "Bitmap Image" module connected to it, rather than the newer module we use for knobs.
Has anyone been able to achieve an infinite knob? I'd sure like to know how you pulled it off.
Thanks,
Steve
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alienoiz
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Post by alienoiz on Feb 25, 2014 6:03:59 GMT 1
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Post by esteband on Feb 26, 2014 0:04:54 GMT 1
No, man!
I already said I tried those two DD modules. Have you tried them? If anyone has gotten them to work in any version of synthedit 1.1, I'd like to know how.
-Steve
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alienoiz
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Post by alienoiz on Feb 26, 2014 2:17:26 GMT 1
sorry Steve ... i didnt read the your 1st post with attention.
I havent tried it yet, but Daz modules that ive tried in version 1.1 all seem to work well.
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alienoiz
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Post by alienoiz on Feb 26, 2014 5:22:09 GMT 1
Good news Steve .. DD do work .. you need to click the knob each time you need the knob to turn the second time : ) .. you also need to use the mousedown of the image2 module connected to patchmem -> DD_Infinite2 bool pin .. (Check the pic) Attachments:
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Post by esteband on Feb 26, 2014 7:04:20 GMT 1
No problem, Duarte. I also usually have good luck with Daz modules. I don't know why this one isn't working like I expect. Well, if you decide to play around with it and get it working, please let me know what you did. BTW - cool profile pic. Is that really you? For some reason, I pictured you with long hair. Maybe because all of the guys from Portugal that I know are in a death metal band. -Steve
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Post by esteband on Feb 26, 2014 7:19:00 GMT 1
Oh Sorry! I didn't see the second post you sent tonight. Hmmm. That's exactly how I set mine up, and it isn't working for me. I wonder if it's the image I'm using. I've tried both .png and .bmp. Neither work. For the controlling text file, I've tried rotary and vertical mouse response. I've changed the patch mem's automation range from 0 to 1, 0 to 10. Neither of those works either. Would you mind posting a prefab so I can study it? I'd really appreciate it.
Thanks, dude!
-Steve
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alienoiz
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Post by alienoiz on Feb 26, 2014 10:37:41 GMT 1
ok Steve: syntheditforum.boards.net/thread/100/infinite-knob - here it is - like i said ... you need to re-click the knob to turn it again. (sorry for the basic knob image and file but probably it is important to see the knob file ... may be missing something in yours.... i used -360º/360º on mine..i do not know if this imposes any rule in the modules)
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Post by esteband on Feb 26, 2014 13:49:19 GMT 1
Wow. Thanks for your help on this. Unfortunately, even your prefab doesn't work for me. Because you set the knob file in knobman to spin from -360 to 360 (for a total of 720 degrees of rotation), 'm able to spin the knob around twice, but it still won't continue turning past its stopping point, even if I click on it again.
So, on your computer, let's say you click on the knob and drag up with the mouse until the knob stops turning. If you click and drag up again, will the knob continue spinning in the same direction?
-Steve
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alienoiz
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Post by alienoiz on Feb 26, 2014 16:35:17 GMT 1
Yes, that´s right Steve. I make the first turn (720º), i release the mouse, i click again and keep it pressed, and it turns again in the same direction. I didnt changed the value of the patchmem. It´s 0 - 10 and im also using SE 1.1 so i do not understand what can be wrong with yours ... this is very strange, im not fooling you here and i may feel like a fool : S ... i simply do not know what can be wrong, it works for me!
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Post by esteband on Feb 27, 2014 3:51:04 GMT 1
Okay. Thanks SO much for trying, Duarte!
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Post by esteband on Feb 27, 2014 4:51:51 GMT 1
Guess what? I updated to the latest version of 1.1, and now it works. There must have been a small bug in 1.184. Still, it's not what I expected. I was hoping to be able to turn the knob around and around without an additional click. Oh well. At least it got me off my a$$ to finally install the most recent version. Now I'm on the same page as most other SE 1.1 users.
-Steve
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alienoiz
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Post by alienoiz on Feb 27, 2014 7:19:25 GMT 1
yeah, i never worked with it before too, just this once, and i must confess that i was also hoping that it could turn and turn without clicking. No problem Steve, for what you have done for me considering that BPM looper i believe i owe you much more than a simple infinite knob bro.
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setronic
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Post by setronic on Mar 23, 2014 19:54:59 GMT 1
i've got an idea for this: if you don't want to have to re-click, why not use dd bool ticker to send increment/decrement with a hold-down button. stops inc/dec'ing when you release.(not tried)
when you press the button, it runs the ticker, something like that. that's how a rotary encoder works anyway.
maybe have it so you can click L/R for inc/dec continuous rotary, you need to fina way to send the dd tick to either one(dh 1 to many)
daz has a jogshuttle but i have figured that one out yet.
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Claus
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Post by Claus on Apr 9, 2014 21:21:37 GMT 1
Is it only in SE 1.1 that the BOOL pin on dd_infinite2 HAS to be used to go round'n'round? Using 1.017, I haven't connected anything to that pin, and it works flawless, so maybe worth trying? And remember to set the mouse response to "Rotary" in the image-file
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setronic
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Post by setronic on Apr 10, 2014 18:10:41 GMT 1
agh! lol: 'rotary'? are you sure? just imagine scrolling in circles, it would drive you nuts, especially if it suddenly skipped back accidentally when you're nearly there. i think 'vertical' is best, as usual.
re: my suggestion on click+hold: would need a DH AND or KDL Math Binary Bool, set to AND - still think this would be the best 'ergonomic' for this, even if the endless action is mainly for show. maybe you could still have it so you can click+drag for finer adjustment, as with a normal control - with it still having 'endless' action with DD sem.
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Claus
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Post by Claus on Apr 10, 2014 18:50:50 GMT 1
dd_infinite2 A/P-pin to "patchmem float" animation pin. An image with a 360 knob (does NOT have to be 360 frames, 120 can do, depending on how smooth You want it of course), also connected to the animation-pin on the "patchmem float". Nothing new here, I think. NO connection to the bools pin. txt-file: type animated frame_size 161,130 mouse_response none* And it works. 110% *I use 'none', because the control comes from 'outside' the image, but if I change it to rotary, I can grab the tape-spools and spin it like crazy, forth and back and round'n'round. So, You are basically saying that wouldn't work in 1.1?
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Claus
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Post by Claus on Apr 15, 2014 10:09:26 GMT 1
Anything new?
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Claus
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Post by Claus on Apr 16, 2014 14:27:39 GMT 1
agh! lol: 'rotary'? are you sure? just imagine scrolling in circles, it would drive you nuts, especially if it suddenly skipped back accidentally when you're nearly there. i think 'vertical' is best, as usual. re: my suggestion on click+hold: would need a DH AND or KDL Math Binary Bool, set to AND - still think this would be the best 'ergonomic' for this, even if the endless action is mainly for show. maybe you could still have it so you can click+drag for finer adjustment, as with a normal control - with it still having 'endless' action with DD sem. So vertical, You say. Ok, what happens when You reach the edge of the screen? You then have to release the mouse, grab the knob again, and slide to the edge one more time - and so forth. If You use "rotary" You can KEEP rotating without releasing the knob
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alienoiz
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Post by alienoiz on Apr 19, 2014 9:38:34 GMT 1
Well... rotary .. cause you grab the knob and you go up or down with the mouse and it rotates.. you do not need to rotate the mouse using rotary : > ... and no it does not works for me as Claus says...
i must connect the bool pin to mousedown of patchmem and both mousedown of image2 and patchmem : S
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