Multiple Interactive Objects in a Jit Window
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
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!
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
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.
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.