Multiple Interactive Objects in a Jit Window

GhostandtheMachine's icon

Hello,

I am wanting to make a max based Reactvision type demo but am running into basic issues since I am new to jitter.

Does anyone have any suggestions for a good way to approach a jitter patch that will allow me to have multiple shapes react to my object input. I have all the TUIO touch, and fiducial data handled, I just don't wanna go off in some random direction if there is an obvious place to start.

for starters, I am hoping to just be able to put jitter in full screen, and have shapes pop under my objects based on (x,y), Area, and Angle, which i get from my cv.jit patches. Once I get that I will work on adding in sound and visual feedback.

If anyone has any tips I would appreciate it.

thanks

jon

seejayjames's icon

I'd use multiple jit.gl.gridshapes of whatever shape you want, or jit.gl.plato, or if you want something more custom then use a 3D modeling program and export as .obj, then use jit.gl.model. You can of course texture them with images or movies, show as wireframe or points as well as solid, etc. Make a subpatch or abstraction which deals with all the parameters of a single shape, then duplicate as necessary to deal with multiple shapes.

Sounds like a cool project!

GhostandtheMachine's icon

Thanks for the reply.

These objects look cool for what I want I think. So to run multiple objects in the fullscreen window do i just create multiple jit.gl.gridshape with same target attribute? Then I am guessing to update the different moveto locations I would just update the local moveto for each of those jit.gl.gridshapes?

It might be cool to use .obj files with more complex models. I wonder if I have up to like 8-10 input objects with .obj's, if it will be too laggy....

Last question, does anyone know which object will give a realtime jitter visual of audio signals? I came across it the other day and now can't remember where the hell it is.

thanks for all the help

jon

seejayjames's icon

GhostandtheMachine wrote on Sat, 15 August 2009 10:46

These objects look cool for what I want I think. So to run multiple objects in the fullscreen window do i just create multiple jit.gl.gridshape with same target attribute? Then I am guessing to update the different moveto locations I would just update the local moveto for each of those jit.gl.gridshapes?

It might be cool to use .obj files with more complex models. I wonder if I have up to like 8-10 input objects with .obj's, if it will be too laggy....

Last question, does anyone know which object will give a realtime jitter visual of audio signals? I came across it the other day and now can't remember where the hell it is.

jon

Yep, just change the local parameters to the position attribute (or rotatexyz/scale etc. for changing those) for each gridshape or obj, and you can have any kind of visual separation you want. You can set different shapes too of course.

I don't know the performance for multiple .obj files, but I'm guessing it'll be quite fast once they're loaded in. (If you were drawing then with a series of commands to jit.gl.sketch it might become more of a problem.) You can't change the dim attribute like you can with jit.gl.gridshape, as this is included in the .obj file itself, but this is usually not a problem.

For the audio signals, look to jit.graph or jit.plot I think. You can also use jit.catch~ to grab chunks of signal information, then display as a matrix and do whatever kind of manipulation you want with the typical movie-FX objects (jit.op, jit.brcosa, etc.) But for a ready-made visualizer look into jit.graph, or you could just overlay a scope~ with a transparent background over the whole scene.

Rob Ramirez's icon

your performance with gl.model of course depends on the complexity of your models, the cpu and gpu specs.

you can try a few things to get better performance.
at initialization, bang each gl.model @matrixoutput 1, into a corresponding gl.mesh, and let gl.mesh to all the drawing.

look for wes smith's lua gl.model module.

try out jitogre.org.