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From: Frenchy Pilou (PILOU)
Just a silly question! :)
Not for make it, just for info!
How do you attach something to a Macro node ?
From: Frenchy Pilou (PILOU)
Here the French last! :)
From: James (JFH)
Hi Pilou,
>> How do you attach something to a Macro node ? <<
A macro node is just an empty container until node circuitry is put inside.
To do something it needs input/s & output/s that may be connected.
Try double clicking on an existing macro to discover what is inside,
or alternatively create a new macro, double click on it, and add some node/s
include input and output from menu drop down, and then click BACK on the nav bar.
It will all become clear,
James
From: Frenchy Pilou (PILOU)
Aaaaaaaaaaaah damned! :)
Things hidden from the beginning world! :D
So more nodes to translate! :D
I will obtain an Universalis Encyclopedia! :)
And yes all is quasi clear now! :)
PS Can we put a macro inside a macro ?
And does exist something to alert when you create a node with a name yet existing ?
From: bemfarmer
A macro can contain a macro.
- B
From: Frenchy Pilou (PILOU)
So Fractal world! :)
Missing a paradigm! :)
Circle is drawn inside the macro, not outside the macro!
What i missed ?
From: James (JFH)
Hi Pilou
>> What i missed ? <<
Right Mouse Button click on "Out" in macro
select "Objects" (the default is "Numbers", no appropriate for a curve)
Also remove regular "Output" inside macro, as this will create problems.
Hope this helps
James
From: Frenchy Pilou (PILOU)
Bravo! Excellent!
Now the more difficult will be to not use this marvelous toy before the next year! :D
So the secret was to take "object" on the "output" in the Macro!
From: r2d3
WOW!
yes, the secrets of the macros are finally discovered!
And you can save macros for reuse.
In the animator11.nod there are a couple of macros inside a macro inside a macro....
for example i made a if/else macro (f.e.: ><180) which i used for different cases...
Once you figured out a funtion -> save it as macro and reuse it for a different case...
Bon Noël <:-)
Image Attachments:
ifelsenod.png
From: Frenchy Pilou (PILOU)
French Translation of the animator11.nod + Mini Manual of a Macro!
http://moiscript.weebly.com/elephant-systegraveme-nodal.html
then Macro / animator11
From: speedy (AL2000)
Hello to all
a little exercise that starts
from a very interesting surface
the Oloid -
Some deformations , a wire that starts from
surface structure.... et voilà .....
How many interested people find the file at this link:
http://www.mediafire.com/file/qhvj5752j9y7x3f/Oloid_Bracelet.rar
have a nice evening everybody
alberto
From: Barry-H
Hi All,
I have had this error report when pressing run on my test collision nod.
but after I clear the error report the nod file runs ok.
Not sure if it's a bug or my nod file setup ?
The nod takes 2 objects and checks for a collision and if so moves the second object till clear.
Any thoughts ?
Barry
Image Attachments:
Collision.gif
Screenshot (38).png
Screenshot (40).png
From: r2d3
For me it looks like there is a value not set in the beginning..
Try to set defaults in the "prototype.onAdded = function()"
From: Barry-H
Hi Ralf,
are you referring to the Collision.js file ?
It as this at the moment Collision.prototype.onExecute = function()
Cheers
Barry
From: r2d3
Hi Barry,
i only have the Barry.js which still has the boolean output
Where can i fin the collision.js?
But while developing other extensions i got the same error and i was able to correct this by adding defaults in the onSdded function...
Can you post the collision.js and the nod you playing with?
From: Karsten (KMRQUS)
Hello Barry,
the Problem is not in your node - it's the Feedback effect of the nodefile itself. The Output of collision becomes, by detours to the Input.
I think that is catched by the nodeeditor to avoid infinity running. A Problem that has to be solved for optimisations or by a node itself.
I think about it, nevertheless we have to ping Max for his opinion.
Have a nice day
Karsten
p.s.: I don't think that you Need a new node - and try to avoid boolean in nodeeditor progamming - Max has made a decission to use numarray for that Look at his logic nodes. At the end it's the same. Only difference you can directly calculate with a result of a logical comperation.
Attachments:
clash.nod
From: Barry-H
Hi Karsten,
attached are my Barry/Collision node and the Collision.nod file.
It's a work in progress.
Am I using a Boolean in the node ?
Thanks for the clash.nod will try to see if I can use it instead but
not sure how I automate the movement yet.
Cheers
Barry
From: r2d3
Hi Karsten,
looks like you are right in every point...
Attachments:
collision.nod
From: Frenchy Pilou (PILOU)
Cool nothing to translate for this one... a miracle! ...
... but how do use it? :D
(Collision tittle is in red (?) )
Must I use also the Barry.js and where i must put it ? Normal folder or extensions ? or...
From: Barry-H
Hi Pilou,
it's a work in progress at the moment so the final aim is to auto place objects touching or with a given gap.
If you place Barry.js in extensions you will be able to try the Collision.nod.
Draw 2 objects make them overlap and press run ( close error report ) and they will automatically move till they do not overlap.
To reset the quartz node value as to be manually reset to 0.
Cheers
Barry
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