I have sort of emulated the animation behavior in the new one using a curve with points module connected to the roll input with some promising results. but I hope to recreate the clock beat method.
This should do the trick ? The drawing in the source is updated in sync with the clock, and the counter build the roll value (in sync too)
if you want to keep drawing in real time, just delete the pass module
Statistics: Posted by martignasse — 18 Feb 2010, 17:44
]]>2010-02-18T15:13:12+02:002010-02-18T15:13:12+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11695#p11695Statistics: Posted by soundmind — 18 Feb 2010, 14:13
]]>2010-02-18T12:51:30+02:002010-02-18T12:51:30+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11689#p11689
Statistics: Posted by nay-seven — 18 Feb 2010, 11:51
little more complex but same idea. this is the setup you describe, any array in is rolled on array out (you have to ffedback to the in of draw array like previous pic, and the out of the draw array to the in of your others array). the combo box contains the text: 1,2,4,8,16 ect, so that you can choose to shift/roll of 1/2, 1/4 ect and direction with each button, when reaching limit it automatically reset to 0 for endless shifing via the Amod B module. this way even if you roll and/or redraw on first, all should correctly update,
this is cool to not bother when should "update" or not, otherwise it would be more clean/cpu efficient with martignasse suggestion of finding the right pass pulse, using only one roll module.
]]>2010-02-18T12:31:54+02:002010-02-18T12:31:54+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11687#p11687Statistics: Posted by 23fx23 — 18 Feb 2010, 11:31
]]>2010-02-18T12:29:34+02:002010-02-18T12:29:34+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11686#p11686except that 's not the same Roll_array module in the 5.01.....
Statistics: Posted by nay-seven — 18 Feb 2010, 11:29
i know it seems not clean, but after several researchs that's the only solution i found to be a able to draw and update, keeping a roll control. note here it's an old example , when needed to have the feed back on main "draw roll", but if you put your arrays after the output of 2nd roll module it should work...
I got a patch here working nicely with < and > button, shifting of Array lengh/2, 1/4, ect, i could isolate that part and post it to you if you want...
To be more precise about what changed : - Now, the module feed the output every time one of the inputs change ('in' or 'roll'). - The output is the result of the input array, rolled by the value of the roll input (in slice number).
So, two important things have to be considered : - When the output should be updated ? - By how many slices it should be rolled ?
This determines how you feed inputs.
So...
It is important for the other arrays to update as the values in the first one are drawn in...
it's in contradiction with the picture you posted. Do you want to update synchro on the tempo, or right after any draws in the source array ?
your roll value have to change or not ?
If your roll value is constant : - Just put a value in the parameter field of the module and control the 'when' with the 'array in' input. - If you want update right after draws, just direct connect the array to the RollArr module and that's it. - If you want update synchro to tempo, connect the array through a pass module mastered by the clock beat module (or whatever)
If your roll value is varying, you have to be careful about when you change the value, has it will fire an output array update.
Do you see the whole logic behind this Usine is event based, and it's by mastering the event flow that we decide what happen
Hope it help
Statistics: Posted by martignasse — 18 Feb 2010, 10:51
Statistics: Posted by soundmind — 18 Feb 2010, 04:07
]]>2010-02-18T04:02:01+02:002010-02-18T04:02:01+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11681#p11681 See post below for image.
Statistics: Posted by soundmind — 18 Feb 2010, 03:02
]]>2010-02-18T02:20:55+02:002010-02-18T02:20:55+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11680#p11680 yep, the RollArr module is different in the v5, We changed it to have the same behavior than the ShiftArr module.
of course, it's totally possible to recreate the left and right functionalities by patch
The fader (or whatever you want) indicate how many you want to roll, and pass module break the infinite loop, preventing the array to roll to hell.
Statistics: Posted by martignasse — 18 Feb 2010, 01:20
]]>2010-02-18T00:38:41+02:002010-02-18T00:38:41+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11679#p11679After using v5 (which is awesome by the way) I noticed that the "roll array" user module is missing the shift left and right buttons which were essential in a project of mine. is there anyway to recreate their behavior in a patch? basically the buttons loop the roll fader so that it keeps rolling in a loop no matter how many times you press the shift button. I tried copying the old roll array module to the new version but usine started coughing and spiting out errors. maybe some patch gurus can help me here. thanks for the help.
Statistics: Posted by soundmind — 17 Feb 2010, 23:38
]]>BrainModularBrainModular Users Forum2010-02-18T20:36:46+02:00https://brainmodular.org/forums/app.php/feed/topic/19092010-02-18T20:36:46+02:002010-02-18T20:36:46+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11704#p11704Statistics: Posted by soundmind — 18 Feb 2010, 19:36
]]>2010-02-18T18:44:00+02:002010-02-18T18:44:00+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11699#p11699
I have sort of emulated the animation behavior in the new one using a curve with points module connected to the roll input with some promising results. but I hope to recreate the clock beat method.
This should do the trick ? The drawing in the source is updated in sync with the clock, and the counter build the roll value (in sync too)
if you want to keep drawing in real time, just delete the pass module
Statistics: Posted by martignasse — 18 Feb 2010, 17:44
]]>2010-02-18T15:13:12+02:002010-02-18T15:13:12+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11695#p11695Statistics: Posted by soundmind — 18 Feb 2010, 14:13
]]>2010-02-18T12:51:30+02:002010-02-18T12:51:30+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11689#p11689
Statistics: Posted by nay-seven — 18 Feb 2010, 11:51
little more complex but same idea. this is the setup you describe, any array in is rolled on array out (you have to ffedback to the in of draw array like previous pic, and the out of the draw array to the in of your others array). the combo box contains the text: 1,2,4,8,16 ect, so that you can choose to shift/roll of 1/2, 1/4 ect and direction with each button, when reaching limit it automatically reset to 0 for endless shifing via the Amod B module. this way even if you roll and/or redraw on first, all should correctly update,
this is cool to not bother when should "update" or not, otherwise it would be more clean/cpu efficient with martignasse suggestion of finding the right pass pulse, using only one roll module.
]]>2010-02-18T12:31:54+02:002010-02-18T12:31:54+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11687#p11687Statistics: Posted by 23fx23 — 18 Feb 2010, 11:31
]]>2010-02-18T12:29:34+02:002010-02-18T12:29:34+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11686#p11686except that 's not the same Roll_array module in the 5.01.....
Statistics: Posted by nay-seven — 18 Feb 2010, 11:29
i know it seems not clean, but after several researchs that's the only solution i found to be a able to draw and update, keeping a roll control. note here it's an old example , when needed to have the feed back on main "draw roll", but if you put your arrays after the output of 2nd roll module it should work...
I got a patch here working nicely with < and > button, shifting of Array lengh/2, 1/4, ect, i could isolate that part and post it to you if you want...
To be more precise about what changed : - Now, the module feed the output every time one of the inputs change ('in' or 'roll'). - The output is the result of the input array, rolled by the value of the roll input (in slice number).
So, two important things have to be considered : - When the output should be updated ? - By how many slices it should be rolled ?
This determines how you feed inputs.
So...
It is important for the other arrays to update as the values in the first one are drawn in...
it's in contradiction with the picture you posted. Do you want to update synchro on the tempo, or right after any draws in the source array ?
your roll value have to change or not ?
If your roll value is constant : - Just put a value in the parameter field of the module and control the 'when' with the 'array in' input. - If you want update right after draws, just direct connect the array to the RollArr module and that's it. - If you want update synchro to tempo, connect the array through a pass module mastered by the clock beat module (or whatever)
If your roll value is varying, you have to be careful about when you change the value, has it will fire an output array update.
Do you see the whole logic behind this Usine is event based, and it's by mastering the event flow that we decide what happen
Hope it help
Statistics: Posted by martignasse — 18 Feb 2010, 10:51
Statistics: Posted by soundmind — 18 Feb 2010, 04:07
]]>2010-02-18T04:02:01+02:002010-02-18T04:02:01+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11681#p11681 See post below for image.
Statistics: Posted by soundmind — 18 Feb 2010, 03:02
]]>2010-02-18T02:20:55+02:002010-02-18T02:20:55+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11680#p11680 yep, the RollArr module is different in the v5, We changed it to have the same behavior than the ShiftArr module.
of course, it's totally possible to recreate the left and right functionalities by patch
The fader (or whatever you want) indicate how many you want to roll, and pass module break the infinite loop, preventing the array to roll to hell.
Statistics: Posted by martignasse — 18 Feb 2010, 01:20
]]>2010-02-18T00:38:41+02:002010-02-18T00:38:41+02:00https://brainmodular.org/forums/viewtopic.php?t=1909&p=11679#p11679After using v5 (which is awesome by the way) I noticed that the "roll array" user module is missing the shift left and right buttons which were essential in a project of mine. is there anyway to recreate their behavior in a patch? basically the buttons loop the roll fader so that it keeps rolling in a loop no matter how many times you press the shift button. I tried copying the old roll array module to the new version but usine started coughing and spiting out errors. maybe some patch gurus can help me here. thanks for the help.
Statistics: Posted by soundmind — 17 Feb 2010, 23:38