Does anyone else get an "access denied" when actually trying to access an item in the Documentation/wiki list? I can access the page, but all of the selections return an access denied.
Has been mentioned before, & yes I've gotten that too, particularly for wiki pages in recent experience.
I had thought it was partly to do with the site being in a state of being upgraded, although a similar result had been found occasionally by me when seeking to access a page from a link, not necessarily a wiki page BTW.
Does the 3rd party plugins page still exist? I'd be very pleased if the ACProcessor suite could handle structure smoothing and mapping it's a nice suite.
I'm trying to find a smooth structure plugin. I think? Franz made one. I lost a few plugins when I cleaned out my Patches/Plugins folders during a debugging session ; ]
I don't think that ACProcessor sweet had a smooth.... at least what I have doesn't. It's not ultra useful, and only works for 1D structures.
Franz didn't make a smooth patch, but made a patch that can perform math operations between two structures (which can do the crossfade from 1 struct to another, but can't necessarily smooth an incoming structure, like a bunch of dynamic peak values). That has vec1 and vec3 versions.
you can somehow smooth with my plug too:
queue your structure, and make a 0.5 lerp between the structure at current frame and the structure at previous frame.
(note that the plugin might crash if the 2 structures don't have the same member count)
Which of your plugins was it, Franz? Hmm my structure length is changing in some set-ups I guess I'll have to chinese-wall-the-plugin somehow…
Also the structure is 100-500 items with 2 item array [X_pos, Y_pos] per item. Can the plug handle that size and format, I should just check it out but I'm a little confused about the set-up, (so I'll procrastinating here a bit).
The plugin always crashes for me if structures aren't same member count. I've had to do some funny workarounds to keep it from executing while structures level out (I posted something that uses a queue, lfo's and your plugin to do some mesh deformer stuff on the forum not too long ago). It would be verrrrry awesome if that could somehow be prevented from happening.
Thanks for pointing out that about the smoothing and the queue! Really obvious. (There is a thing in the Aurora.qtz OpenCL example (I think) that samples vec4's from a queue, and then packs them in a CL kernel in a cool kind of smooth setup.... it might be worth checking out sometime franz, just for fun or whatever.)
@gt:
here's a midnight quickfix 1.2 version that should not crash if the two structures do not have the same length. (3D structures only !)
Structure_A is the master structure, so if B is bigger, elements will just be skipped.
Just out of interest, why is it problematic to have Structure_A expand/contract or is that fixed also now?
Please forgive this bit of gratuitous goading:
In the JS patch smooth 2D structure I adapted from the visualiser template, I test for difference in length of incoming structure against the stored structure's length (ie. the Out array from previous frame).
If In < Out I flush the excess elements from the end of the stored array. If In > Out they just get assigned with index [i] as normal.
I gather Objc/C is a tad more complicated than JS, just asking… ; )
Has been mentioned before, & yes I've gotten that too, particularly for wiki pages in recent experience.
I had thought it was partly to do with the site being in a state of being upgraded, although a similar result had been found occasionally by me when seeking to access a page from a link, not necessarily a wiki page BTW.
I have same problem as GT
Mee too.
Does the 3rd party plugins page still exist? I'd be very pleased if the ACProcessor suite could handle structure smoothing and mapping it's a nice suite.
I'm trying to find a smooth structure plugin. I think? Franz made one. I lost a few plugins when I cleaned out my Patches/Plugins folders during a debugging session ; ]
I don't think that ACProcessor sweet had a smooth.... at least what I have doesn't. It's not ultra useful, and only works for 1D structures.
Franz didn't make a smooth patch, but made a patch that can perform math operations between two structures (which can do the crossfade from 1 struct to another, but can't necessarily smooth an incoming structure, like a bunch of dynamic peak values). That has vec1 and vec3 versions.
you can somehow smooth with my plug too:
queue your structure, and make a 0.5 lerp between the structure at current frame and the structure at previous frame. (note that the plugin might crash if the 2 structures don't have the same member count)
Thanks George and Franz.
Which of your plugins was it, Franz? Hmm my structure length is changing in some set-ups I guess I'll have to chinese-wall-the-plugin somehow…
Also the structure is 100-500 items with 2 item array [X_pos, Y_pos] per item. Can the plug handle that size and format, I should just check it out but I'm a little confused about the set-up, (so I'll procrastinating here a bit).
The plugin always crashes for me if structures aren't same member count. I've had to do some funny workarounds to keep it from executing while structures level out (I posted something that uses a queue, lfo's and your plugin to do some mesh deformer stuff on the forum not too long ago). It would be verrrrry awesome if that could somehow be prevented from happening.
Thanks for pointing out that about the smoothing and the queue! Really obvious. (There is a thing in the Aurora.qtz OpenCL example (I think) that samples vec4's from a queue, and then packs them in a CL kernel in a cool kind of smooth setup.... it might be worth checking out sometime franz, just for fun or whatever.)
@gt: here's a midnight quickfix 1.2 version that should not crash if the two structures do not have the same length. (3D structures only !) Structure_A is the master structure, so if B is bigger, elements will just be skipped.
Oh wow. Nice, and thanks for the tips on usage. I'll make sure to defer to A being the master. I really love this plugin.
The main reason I asked about the wiki is that I wanted to spend some time transferring some private patch documentation.
Just out of interest, why is it problematic to have Structure_A expand/contract or is that fixed also now?
Please forgive this bit of gratuitous goading: In the JS patch smooth 2D structure I adapted from the visualiser template, I test for difference in length of incoming structure against the stored structure's length (ie. the Out array from previous frame).
If In < Out I flush the excess elements from the end of the stored array. If In > Out they just get assigned with index [i] as normal.
I gather Objc/C is a tad more complicated than JS, just asking… ; )
same with v1.2 (it was a laziness on my side... ;(
The wiki should be accessible now. We didn't have the permissions set up right after the site upgrade. Sorry about that.