10.6

Mac OS X 10.6 (Snow Leopard)

Release: QuartzCrystal, v2.0

Release Type: Production
Version: 2.0
Release Notes

Upgrading from QuartzCrystal 1.x to QuartzCrystal 2.0 is only $5! Add QuartzCrystal 2.0 to your shopping cart, and enter your QuartzCrystal 1.x license key as a coupon code during checkout.

Changes since QuartzCrystal 1.4

  • Added ability to record mouse, keyboard, and scroll events and play them back while rendering a composition.
  • Now supports rendering images up to 4096x4096 via the GUI (without antialiasing).
  • Now allows motion blur amounts between 1 and 16 via the GUI.
  • Improved support for color profiles on ATI X1600.
  • Fixed rendered-image-too-dark issue when rendering with motion blur.
  • Fixed crash when canceling in-progress renders on Snow Leopard.
  • Simplified idle composition.
  • Reduced severity of defaced images when QuartzCrystal is unregistered.
  • Added translation en español.

How to Record Input to a Composition

  1. Drag a composition into the QuartzCrystal window.
  2. Click the Record Input button.
  3. Click the Record button and interact with the composition. QuartzCrystal will record mouse, keyboard, and scroll events.
  4. Click the Pause button.
  5. Click the Go To Beginning button followed by the Play button to review your interactions.
  6. If you want to record over (overwrite) any section of the recording, click Play and then Pause when you reach the beginning of that section. Make sure the record mode is set to Replace Events. Click Record and record new events.
  7. If you want to add events to (overdub) any section of the recording without overwriting the existing events, do the same as above but make sure the record mode is set to Add Events.
  8. If you want to delete all events recorded so far, click Clear.
  9. When you're finished recording, click Done. The recording is automatically saved to a .QCRecording file in the same folder as the composition. If you later re-open the composition in QuartzCrystal, the saved recording is automatically loaded into QuartzCrystal. If you don't want QuartzCrystal to load the saved recording, rename or delete the .QCRecording file.
  10. Click Render.

Known Issues

  • Mouse-dragged events performed on a Trackball patch render weirdly when playing back in the Record Input window, but don't affect the rendered movie.
  • Record Input uses a single-stream event model -- it assumes that a mouse-up (or key-up) event is paired with the most recent mouse-down (or key-down) event, and not an earlier mouse-down (or key-down) event. As a result, mouse-up/mouse-down and key-up/key-down events can get mismatched when recording in Add Events mode.
  • For mouse-up, mouse-down, key-up, and key-down events, at most one event can be rendered per frame. If multiple events occur per frame, then the events carry over into subsequent frames. As a workaround, you can render with motion blur, or render at a higher framerate.

M-Audio Trigger Finger MIDI (Composition by farinuts)

Author: farinuts
License: Public Domain
Date: 2011.05.21
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This is a clip that provides MIDI control for the M-Audio Trigger Finger device.

I'd been tearing my hair out trying to get the pads configured - turns out they're notes (starting at C3) so you can't use MIDI Learn to map 'em. D'oh!

In hindsight, setup is pretty easy but I thought I'd share this since I didn't see much else in the way of support for the Trigger Finger in QC.

sleep sort (Composition by noboko)

Author: noboko
License: Public Domain
Date: 2011.05.21
Compatibility: 10.6
Categories:
Required plugins:
(none)

http://dis.4chan.org/read/prog/1295544154

Release: NetworkTools, v1.2

Release Type: Production
Version: 1.2
Release Notes

Changes since NetworkTools 1.1

  • Fixed bug that caused HTTP Server patch to consume excessive CPU and memory for connections that have timed out.

phoneme opcode speech synth video avatar (Composition by dust)

Author: dust
License: Public Domain
Date: 2011.05.12
Compatibility: 10.6
Categories:
Required plugins:
opcoder

so not really sure what to call this. its basically the speech synth plugin with phoneme opcode output and rate input. the phoneme opcode is a code that represent a phoneme.

this patch maps the phoneme opcode out to video clips of the phonemes. years ago i recorded this actor reading the opcode and chopped it up... while i was searching for cross modal connections between vision and sound. http://en.wikipedia.org/wiki/McGurk_effect

turned out to be more of a max headroom type of effect i guess. simple one to one map. type in text watch video speak the text.

this is done all the time with animations though normally just a few key blend shapes with various weighting can produce most lip syncs. so normally people don't actually produce 42 different shapes for each phoneme.

either way you have this output that can be mapped to what ever you like with a rate input to speed up or slow down the voice.

spring chain (Composition by dust)

Author: dust
License: Public Domain
Date: 2011.05.06
Compatibility: 10.6
Categories:
Required plugins:
(none)

this patch shoes how to use springs and constraints to create a chain or rope like simulation.

viterbi plugin (Composition by dust)

Author: dust
License: Public Domain
Date: 2011.05.03
Compatibility: 10.5, 10.6
Categories:
Required plugins:
viterbi

this is a viterbi plugin. its basis is the hidden markov model. my intention for this patch is to create phrasal stochastic music based on an observed sequence, in a second order markov chain.

you can see the weighting i'm using in the trelis diagram when you load the example. first you have your hidden states. you set those to most likely known order. lets just use abcd for now.

i put minimal weighting on the state returning back to itself. meaning if i play note A more than likely i'm not going to play note A right after i all ready played it. seeing this is for phrasal music.

a flow chart or trelis diagram of the graph traversal is helpful when deciding on how much probabilities to weight.

next you have your observed sequence. lets call that 1234. if i play in a sequence of 1234 the plugin will output the vertbi predicted path. this is the most probable traversed path. in the case of states abcd with observations 1234 with my weighting the next predicted note will be be the first index of the predicted v path which is c. a sequence of 1143 will produce a different path resulting in a a new predicted state.

at leaste those are my intentions for the viterbi plugin. viterbi is used heavily in convolution codes and is in every cell phone made. you can read about it here. http://en.wikipedia.org/wiki/Viterbi_decoder

hopefully someone may have some interesting use for this. i'm putting together the music part now. here is a basic example with source.

Release: NetworkTools, v1.1

Release Type: Production
Version: 1.1
Release Notes

Changes since NetworkTools 1.0

  • Added compatibility for OS X 10.5

Sky Chase (Composition by zanroversi)

Author: zanroversi
License: Public Domain
Date: 2011.04.29
Compatibility: 10.6
Categories:
Required plugins:
GLTools, SpookyPatch, StructureTools

Hello,

There was a very simple flight simulator on Atari some decades ago called "sky chase" which inspired me to do this QC flight-shoot game.

It has been composed in 10.5 but I fixed it to work on 10.6 (for sure, I would do it differently today...)

I made also a network-able version for one-to-one air battle...hehe!

You have to shoot the red cube and avoid shooting buildings. You can also make a trip in the stars...

Y scroll for speed left clic to fire

You can put anything you want in the 3D transformation and re-use it for other games. But there is something strange in the movement, more like an helicopter than a plane.

all building pictures by Julie Guiches http://www.studio-public.org/STUDIO-PUBLIC.ORG/HOME.html

thanks for trying ! I calm down now...

gears generator (Composition by zanroversi)

Author: zanroversi
License:
Date: 2011.04.28
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

Hello,

This is gears simulator, click on gears to adjust number of teeth and angle.

The composition editor shows the "gear tree", you can add, remove gears...

I didn't managed to iterate, if anybody has an idea, thank by advance !

Sorry if I posted this first in the wrong place...

have a nice day