Jitter and OSC

    Nov 14 2012 | 6:19 pm
    Hello! I have a project I'm creating for a class and I haven't really worked with Jitter before. I want to be able to take the sample 3D sphere object that you get in the jitter examples and control its position using TouchOSC (using the XY Pad, or a combination of faders that changes the XYZ coordinates or something). I think Jitter handles mouse motion with the jit.handle object, so it would be something overriding or connected into that. Thoughts? I'm open to using OSCemote as well.
    I've been told I can use jit.anim.drive or jit.phys.point2point? Does this make sense? Is there an example of how I can control the movement of a 3D object with a remote OSC controller?
    This patch is just running the basic 3D world and gives a sample object to play around with (drag around and play with collisions). This is actually the patch from the jit.phys.body object.

    • Nov 15 2012 | 7:09 am
      do you want to incorporate the physics objects for this? or simply dragging 3D objects around the window?
      if you want physics, you can send touch messages to the jit.phys.picker object. these messages can be from something like tochosc on an ipad.
      here is an example:
    • Nov 15 2012 | 9:36 am
      I haven't seen the patches but, if all you need is to control the object position, you just have to: receive inconming OSC messages and [route] them eventually [unpack] xy coordinates [scale] incoming values to the needed control range. [pack] the position coordinates with something like [pack position 0. 0. 0.] send it to jit.gl.gridshape to control its position.
    • Nov 15 2012 | 6:12 pm
      Alright I get what both of you are saying. I do want physics to work with it. I just wasn't sure how Jitter made sense of OSC. I'll experiment some more and perhaps a miracle will occur!