R: Rejected

Souped up Struct Environment & Structure Environment in Reverse - Obtaining all info in Macro with Structure Output Environment

Proposal: "get" objects that could get vertex/normal structure info post render/transforms/rotations, for Mesh/OpenCL based renderers, or even better, standard objects as well. In addition, other info about the state of the patches in a structure would be useful.

What could happen is that Render patches could get draped in an environment that's function is to provide a structure output with each Render patch inside of the macro being represented as a separate structure key in the output structure of the Environment patch.

The structure key names would correspond with each renderer's already existing key name (the one you see by hovering over the patch), enumerating structure by layer order of Render patches, with the post-render Vertex (and normal?) info of the Render patch enumerated nested inside of that keyed object. Again, this means the environment patch would convey the vertex and normal values post transform/rotate/scale on the renderer patch via a structure output on an environment that wraps one or more renderers.

Something like a clear, if on layer 1, would show up as index 0, with a keyname "clear", and possibly structure info that described the rest of the state. A Sprite on the next layer would be index 1, have a key of Sprite_1, info about the coordinates of each of it's corners, and perhaps all other info about the state of the patch.

By being able to easily obtain the vertex info of objects post scale/transform/rotation/render, we can create events that are dependent upon collision between objects, bar objects from touching one another, etc. In general, being able to read all info about the state of a macro via some kind of structure output on the macro just makes good sense, and it's sort of surprising that the functionality isn't there, after thinking about it - trying to do something ultra easy in another language tonight made me think of how this would allow for many different functions, and is a pretty straightforward and QC-esque way of handling it.

So, like a image broadcaster or spooky, but an environment that can hold consumers and have a struct output, that provides the scene structure with additional info provided by calcs of vertices, etc that the User gets to avoid (or have some real method of obtaining at all, really). This patch wouldn't "do anything", it would be for obtaining info.

ALSO, it would be great to be able to pass arbitrary structure data to a souped up GL Structure Environment that would work in a similar way (probably a separate patch). If wrote a keyed structure that corresponded with all of the Key names of the patches inside, as well as input key names, transmission could happen to those patches without even noodling anything up, if I plugged that structure into an input port on the Structure macro environment.

ALSO ALSO, iteration/duplication could happen inside of the environment by hooking objects that are like Iterator Variables to patch time on things, except the number of iterations would be specified on THAT patch, not the actual environment.

Perhaps one patch could perform both functions.

Facility to Save Notes when Making Macro Patches

Simply put , I'd like to be able to save all the Notes I'm making when creating macros out of of the patches on the editor stage relating to those notes.

A very simple version of this request would be to have all the notes on the stage saved within the new macro regardless of the constituent parts of that macro being referred to or not.

The second version would be one whereby the Notes could be tagged or stuck to a particular patch. If that patch is included in a macro creation request, then so is that note.

This may or may not be something that Kineme can handle or even wish to touch upon. It might not even be possible, although seeing as how both are objects of a sort, perhaps they can.

I shall seek to provide illustrations to my concept a little later.

Extra Patcherator in Extra Editor/ Patch Inspector for Extra Editor / Macro Drag and Drop Duplicate

After discovering the hidden old style patcherator via QCEditCompositions, I realized that this would be a really nice addition (the OLD style built in patcherator) in the Extra Editor in Kinemecore, since the functionality and layout is already so similar.

Also, it would be nice to be able to pull up patch inspector for things in the Extra Editor (kinemecore) (a Patch Inspector available for each window would be ideal), or have the normal patch inspector become active for whatever window is in focus (as opposed to only the main Editor window), so that Settings can be changed inside Extra Editor as well.

Thirdly, it would be very snazzy to have a macro icon by the macro title in Extra Editor, that can be dropped onto itself, or back onto the main Editor for instantly making duplicates (a qtz icon in the title bar in QCEditCompositions can be dragged back onto itself to create a duplicate macro).

Metacarta or Similar API QC Plugin

This idea being that one could enter in a string to an object that would extract latitude and longitude info, and then return a structure that has the detected location name(s) and coordinates.


It would be interesting to be able to have some objects in QC to faciliate the kind of data visualization that this fellow is doing in processing:


This really seems like a natural thing for Quartz Composer.

Quartz Builder issues with Pixelnode Art-Net plugin

Hi there, Quartz Builder crashes every time i try to put my .qtz file into the dropzone.

First, there is a spinning ball, just like when i open the .qtz file in composer. Thats fine. Then it starts scanning resources, and a couple of minutes later - it crashes.

My info should be in the crash log.

I don't know what to do from here. Can you help me?

Best, soren