Tutorials

jit.phys Patch-along, Part 3

Patch along with Jitter Developer Rob Ramirez as he works with the Jitter Physics system. In this multi-part series, Rob will go from creation of a physics world and rigid bodies to using constraints and building and simulating complex structures. This third video shows how to use jit.phys.multiple to create a bunch of rigid bodies, and then how to use those bodies to drive a polyphonic synth.

by Rob Ramirez on 2012年9月28日 18:58

freepoulite's icon

freepoulite

9月 29 2012 | 12:28 午後

thanks a lot!
very instructive for me

juan's icon

juan

9月 29 2012 | 11:38 午後

Great series of tutorials, keep them coming!

deligut's icon

deligut

9月 30 2012 | 2:21 午前

I don't seem to be getting the "zero" force effect shown in the video at 3:15. Anybody any idea why this is? I am on windows 7 max 6.0.7.

leonard's icon

leonard

10月 02 2012 | 11:13 午前

Killer, thanks so much

Charles's icon

Charles

7月 18 2013 | 4:33 午前

I must be missing something. Why does the jit.noise object only need two dimensions for the color and not 3?

Rob Ramirez's icon

Rob Ramirez

7月 18 2013 | 11:24 午前

it's simply a design decision.
jit.gl.multiple (and phys.multiple) will wrap the matrices automatically.
this gives us 64 unique colors with each color duplicated 8 times (along the z axis).
if you notice, this mirrors how i create pitches (i only use the x and y coordinate to create a pitch), so each color maps to a specific pitch.

luxi's icon

luxi

11月 29 2014 | 9:45 午前

Hi Bob
all this " jit.phys Patch-along, Part 3 "
be can translate in Max 7 ?
will be written in a new style ?