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 September 28, 2012
thanks a lot!
very instructive for me
Great series of tutorials, keep them coming!
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.
Killer, thanks so much
I must be missing something. Why does the jit.noise object only need two dimensions for the color and not 3?
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.
Hi Bob
all this " jit.phys Patch-along, Part 3 "
be can translate in Max 7 ?
will be written in a new style ?
