R: Rejected

Field rendering for Quartz Crystal

Hi,

I'm looking for ways to use Quartz Compositions in broadcast environment and field based rendering would be very useful feature for Quartz Crystal. Of course I can later use some other software and turn 50/60 fps progressive files to 30/25 fps interlaced files but it would save me one step :D

Best Tapio Haaja

Would like to see a product to export .Saver screensavers

I would like to see a new product that exports .Saver files, in a similar way that QuartzBuilder exports Applications. Pro of QB is that the QTZ file is not easily extractable from the package contents. I would like to see that in the Saverbuilder. And I would pay good money for this app!!!!!

"break modifier" type warp for Kineme3D

I was looking at this blog about a fellow who wrote what he calls a "break" modifier for warping single collada meshes in Papervision 3D.

The gist of it is that they can be placed at various points on an object, and from that point, rotation can apply to a selected group of vertices. So, a break modifier can be placed at a knee, and then the lower leg can be made to move back and forth. In this blog, the guy talks about placing a modifier at each hip, and a modifier at each knee, then making a pair of jeans look like it's walking.

This is fairly similar to the bend box... except a bend box works over an entire mesh and doesn't bend stuff quite in the same way.

I thought this was a pretty cool concept/cheat way of doing character animation that might be quicker/faster than integrating full on skeletal animation into QC. Maybe something like a Bend Box, where you could configure coordinates that something should "break/rotate" at in x/y/z, then have controls for x/y/z rotation of the part that should be rotated, and a boolean for whether the part "above" or "below" the break point would get the rotation. Then, the patch could be configured in settings to add more break points.

Just a thought as to how something like that could work reasonably... I wonder if anyone else thinks it would be as cool as me? There are loads of single mesh people models available.

http://www.everydayflash.com/blog/index.php/2009/02/09/making-things-wal...

Structure Smooth/Morph

Right now, it is definitely possible to smooth indexes/keys of an incoming structure and send the values onto wherever they need to go. I'm not aware of a javascript command to smooth everything in an incoming structure, and I suspect that if there is, that performance could possibly be better without using the javascript patch anyway.

I've had the thought that a patch that smoothed every index/key in an incoming structure equally, with similar controls to the smooth patch, would be really user friendly. The idea behind this is that one could have a bunch of static structures that where say, cursive words created with gl points and lines, that morphed from one to another at a user definable pace. If one used the dae mesh loader, and got the vertex info, one could feed it to this structure smooth and then render to GL Points or Lines (or whatever). As one flipped through models, you would see each index kind of move in position and reform to create the new model outline.

My $.02 for the day!

Idea For Discussion - Offscreen Window Grab App Launcher & Embedment /Menu Bar Interrogator Super Hack Provider Plugin

This is the concept...

A QC patch launches a arbitrary app from file path input, in a viewable secondary QC Editor app window... in the Setting panel of the patch! One can control x/y pixel width and height, as well as offset translations somewhere in all of this, similar to the v002 screen capture patch. During all of this, the app is only viewable in this largish settings panel, or perhaps a bigger GUI hack, that launches a unique window.

One autoconfigures controls for the patch in a way similar to a composition loader. After "configuring" all of the parameters of said app would be available via the app's menubar are available as inputs or outputs (if applicable) to the QC patch.

One can minimize of close this app Viewer window, and the QC provider patch, would still output the image. The Viewer window is just for the luxury of seeing the actual window of the app one will eventually be "offscreen grabbing" from.

The app file itself, should be able to be embedded in the composition.

Now, the idea, is that it would be a universal way of getting visual input for other apps "into" QC, without having to worry about doing a screen grab in a traditional sense, or having to make sure that windows always open in the same place so that the image can get piped into QC (via something like v002 screengrab). If the menu bar, or perhaps other controls, of an app can be used to dynamically configure input/ouput ports on a QC patch, it would provide a modest level of interactivity as well.

I see this as a provider type of patch, that would be able to be plugged into any standard QC renderer. It would be really useful for launching Processing app windows, and grabbing the visual result into QC, or maybe things like Ogre, or various gaming engines.

I'm going to label this as "semi-started", since a few of the hurdles are already sort of done...