Structure

Structure from file suggestion

Swiftlikeninja's picture

So while working with a couple different means of data managing across multiple machines (30+ locally, on the same network.) We've decided to set up a single mac as a webserver and have that mac pull all the various data points from different locations and funnel them down into a single data point for the other mac to pull from via a plist on the webserver using the structure to/from file toolset. Upon doing this I discovered the limitation of only being able to read from a local path in the plugin. I was wondering what anyone thought of a url loader for the structure from file to allow plist loading from url, or how hard it would be to implement. I know the Xml file reader will pull the plist off the webserver but its not going to work for my particular practices due to the formating of the plist file.

Thanks

S-ninja

Rendering text mesh as particles

benoitlahoz's picture

Hi all !

I'm trying to render a 3D letter mesh as lines particles with Kineme Particle Tools, so :

  • I parse the mesh vertices structure through a "Get Mesh Component"
  • scan the obtained structure with an "Interpolation"
  • and connect the obtained coordinates to a "Particle Emitter"

But I have two troubles :

  • I would really like to preserve the holes in the letter ("A" in my example).
  • My letter isn't in 3D : when I rotate the whole thing I have lines connected to an unique point.

Do you think that my mesh is not well done (Blender text transformed in a mesh) ? Would you have any advice about parsing the mesh structure (and may be selecting "good points") to keep the "A" points ?

Thanks a lot in advance !

Ben

Javascript Structure Loops

Swiftlikeninja's picture

I've attached a composition that will better show whatI am trying to do.

In a vain attempt to use what little knowledge about javascript I have, I tried to make a patch that will go through a structure and sort matching qualifiers into sub arrays (after which ill get into keying the structure, but I actually do know how to do that!!) I've ran into a snag with the patch. Im trying to make it as dynamic as possible since the structure can vary in size. I know I have to loop the code to do what i want but cannot figure out where to initiate the loop. Below is the code I'm using. Ive got k in there because im certain thats what im going to have to loop so its acting as a placeholder. If anyone could assist me in this dilemma you will have serious brownie points with me! :D

Again I've uploaded the qtz to exemplify

function (__structure Out)
main (__structure input,__structure team)
{   
 if (!_testMode)
 {
  var tmp = new Array();
  var build = new Array(team.length);
  var k = 0
     {  
     for (i=0;i<input.length;i++)
     if (input[i][1] == team[k])
     tmp.push(input[i]);
     build[k] = tmp;
    }   
 
 }
   result = new Object();
   result.Out =build
   return result;
}

Return Structures from Javascript Patch

bonerton's picture

I'm trying to input a variable length structure of strings into a javascript patch, concatenate it's members into subdivisions of n, and output the new 'compressed' structure, but this javascript isn't returning anything:

function (__structure arrOut) main (__structure arrIn, __number n)
{
   var result = new Object();
   var out = [];
 
   if(!_testMode) {
      for(var i = 0; i < arrIn.length(); i += n) {
         out.push(arrIn.slice(i, i+n).join(" "));
      }
      return out;
   }
 
   result.arrOut = out;
   return result;
}

It's not throwing up any errors. I was getting an "expression arrIn [null] is not an Object" error, until i checked for testMode. Any help would be greatly appreciated. Thanks!

Kineme 3d Object Structure Renderer Crashes!

outpro's picture

Hi, I am trying to use kineme 3d object structure renderer patch, but it always fail to render. I have try it 32 bit mode also, nothing changed, what can be wrong do you think?

I am using snow leaopard, with a 256 mb NVIDIA GeForce 9400M MBPro.

here is the error messages; 0x9748927d: -[QCContext renderPatch:time:arguments:] 0x97488f9c: -[QCGraphicsContext renderPatch:time:arguments:] 0x97487f53: -[QCOpenGLContext renderPatch:time:arguments:] 0x97487d16: -[QCPatch(Runtime) render:arguments:] 0x0000f4e1 0x974c8e56: -[QCView render:arguments:] 0x974c96a6: -[QCView _renderGLContext] 0x93140a99: -[NSView _drawRect:clip:] 0x9313f737: -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] 0x9313fa6c: -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] 0x9313dc56: -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] 0x9313ebcb: -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] 0x9313ebcb: -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] 0x9313d7cb: -[NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] 0x9313a111: -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:] 0x9309ad6e: -[NSView displayIfNeeded] 0x93064094: -[NSWindow displayIfNeeded] 0x930955aa: _handleWindowNeedsDisplay 0x92cc2892: __CFRunLoopDoObservers 0x92c7f18d: __CFRunLoopRun 0x92c7e864: CFRunLoopRunSpecific 0x92c7e691: CFRunLoopRunInMode 0x94874f0c: RunCurrentEventLoopInMode 0x94874bff: ReceiveNextEventCommon 0x94874b48: BlockUntilNextEventMatchingListInMode 0x9306bac5: _DPSNextEvent 0x9306b306: -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] 0x9302d49f: -[NSApplication run]