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BrainModularBrainModular Users Forum2013-07-28T17:10:51+02:00https://brainmodular.org/forums/app.php/feed/topic/39742013-07-28T17:10:51+02:002013-07-28T17:10:51+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27359#p27359But don't quote me on that
But I agree, just user defined inputs and outputs would be preferable, even if the other things talked about in this thread shouldn't be possible.
Cheers,
Tom
Statistics: Posted by Thomas Helzle — 28 Jul 2013, 17:10
]]>2013-07-28T14:45:47+02:002013-07-28T14:45:47+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27358#p27358Statistics: Posted by ceasless — 28 Jul 2013, 14:45
]]>
2013-07-28T13:42:46+02:002013-07-28T13:42:46+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27356#p27356In Softimage XSIs very advanced node editor, you define in's and out's for compounds (=subpatches) by hand, dragging wires from your internal nodes to in and out-boards on the left and right, defining their data formate, order, names etc. This way you can change internal structures without problem.
Not sure if this would make Usine too complicated for the intended use, but it sure feels cleaner and more reliable.
Cheers,
Tom
Statistics: Posted by Thomas Helzle — 28 Jul 2013, 13:42
]]>2013-07-26T17:53:30+02:002013-07-26T17:53:30+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27344#p27344 Unfortunately, usine does not allow you to specify the exact ins and outs you want on a subpatch, which complicates this. Certain objects always present ins and outs, whether you want them exposed or not--a long-standing complaint of mine..... so you can't exactly code to an interface in an OOP way. If you change a control type internally, it may change the ins and outs, even though the user's intended interface has not changed!
I think if you do not have absolute control over the subpatche's interface, instancing is a bad idea.
Statistics: Posted by woodslanding — 26 Jul 2013, 17:53
]]>2013-07-26T11:58:21+02:002013-07-26T11:58:21+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27343#p27343If you set it to "instance", nothing can be changed inside, only the "master" can be changed which is reflected in all instances. It's a pretty common idea in graphics, especially in 3D. There you often have the option of making a copy or creating an instance/clone.
A more advanced form allows for local changes where only the unchanged parameters are inherited from the master instance and everything you change is kept local.
The latter could be too involved for Usine, but basic instancing would be very useful sometimes.
A typical problem arises, if you for instance have a custom mixer and use it in several workspaces. Now when you change the master - should it update throughout all projects using it (can be dangerous) or not (could defeat the purpose). Quite a can of worms in the end
Cheers,
Tom
Statistics: Posted by Thomas Helzle — 26 Jul 2013, 11:58
]]>2013-07-26T07:09:06+02:002013-07-26T07:09:06+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27340#p27340 You can sometimes get this effect by using polyphony.... but only if you use the subpatch in the same way each time....
My wkp is based around a 16 ch mixer. I use poly to create it. Then when I fix a bug, I don't have to do it 16 times.
But I agree, this would be very powerful. I guess user modules work this way. But it would be nice to have subpatches be able to do the same.
-eric
Statistics: Posted by woodslanding — 26 Jul 2013, 07:09
]]>2013-07-25T03:35:40+02:002013-07-25T03:35:40+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27333#p27333I found I need to make a modification for efficiency in the sub-patch.
Is there anyway to modify the sub-patch and inherit the changes throughout without having to modify each subpatch in the parent? If not this seems like it might be an extremely useful function.
-S
Statistics: Posted by sephult — 25 Jul 2013, 03:35
]]>BrainModularBrainModular Users Forum2013-07-28T17:10:51+02:00https://brainmodular.org/forums/app.php/feed/topic/39742013-07-28T17:10:51+02:002013-07-28T17:10:51+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27359#p27359But don't quote me on that
But I agree, just user defined inputs and outputs would be preferable, even if the other things talked about in this thread shouldn't be possible.
Cheers,
Tom
Statistics: Posted by Thomas Helzle — 28 Jul 2013, 17:10
]]>2013-07-28T14:45:47+02:002013-07-28T14:45:47+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27358#p27358Statistics: Posted by ceasless — 28 Jul 2013, 14:45
]]>2013-07-28T13:42:46+02:002013-07-28T13:42:46+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27356#p27356In Softimage XSIs very advanced node editor, you define in's and out's for compounds (=subpatches) by hand, dragging wires from your internal nodes to in and out-boards on the left and right, defining their data formate, order, names etc. This way you can change internal structures without problem.
Not sure if this would make Usine too complicated for the intended use, but it sure feels cleaner and more reliable.
Cheers,
Tom
Statistics: Posted by Thomas Helzle — 28 Jul 2013, 13:42
]]>2013-07-26T17:53:30+02:002013-07-26T17:53:30+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27344#p27344 Unfortunately, usine does not allow you to specify the exact ins and outs you want on a subpatch, which complicates this. Certain objects always present ins and outs, whether you want them exposed or not--a long-standing complaint of mine..... so you can't exactly code to an interface in an OOP way. If you change a control type internally, it may change the ins and outs, even though the user's intended interface has not changed!
I think if you do not have absolute control over the subpatche's interface, instancing is a bad idea.
Statistics: Posted by woodslanding — 26 Jul 2013, 17:53
]]>2013-07-26T11:58:21+02:002013-07-26T11:58:21+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27343#p27343If you set it to "instance", nothing can be changed inside, only the "master" can be changed which is reflected in all instances. It's a pretty common idea in graphics, especially in 3D. There you often have the option of making a copy or creating an instance/clone.
A more advanced form allows for local changes where only the unchanged parameters are inherited from the master instance and everything you change is kept local.
The latter could be too involved for Usine, but basic instancing would be very useful sometimes.
A typical problem arises, if you for instance have a custom mixer and use it in several workspaces. Now when you change the master - should it update throughout all projects using it (can be dangerous) or not (could defeat the purpose). Quite a can of worms in the end
Cheers,
Tom
Statistics: Posted by Thomas Helzle — 26 Jul 2013, 11:58
]]>2013-07-26T07:09:06+02:002013-07-26T07:09:06+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27340#p27340 You can sometimes get this effect by using polyphony.... but only if you use the subpatch in the same way each time....
My wkp is based around a 16 ch mixer. I use poly to create it. Then when I fix a bug, I don't have to do it 16 times.
But I agree, this would be very powerful. I guess user modules work this way. But it would be nice to have subpatches be able to do the same.
-eric
Statistics: Posted by woodslanding — 26 Jul 2013, 07:09
]]>2013-07-25T03:35:40+02:002013-07-25T03:35:40+02:00https://brainmodular.org/forums/viewtopic.php?t=3974&p=27333#p27333I found I need to make a modification for efficiency in the sub-patch.
Is there anyway to modify the sub-patch and inherit the changes throughout without having to modify each subpatch in the parent? If not this seems like it might be an extremely useful function.
-S
Statistics: Posted by sephult — 25 Jul 2013, 03:35