@bonemap said:
make a User Actor from group selection in the Scene Editor
Yes, I want this as well. It's on the list for sure.
The math inputs would also be nice, and is on the list as well.
With that said, this made me think a bit about calculations, and with some AI help I whipped up this user actor, that will take a math formula, and a set of values via JSON that map in, and will calculate your formula in one go. dx-js-math-formula.iua4
Much easier than a bunch of math/calculator actors, and more convenient than creating custom JS scripts for every calculation
NOTE: you can right-click the user actor and open the HELP in the browser (its long)

Hi,
Having an option to make a User Actor from group selection in the Scene Editor would be supper efficient. I am not sure if this has been requested previously but would be a great addition. Another boost would be number input fields that resolve math - could be so good.
best wishes,
Russell
Hi,
Wishing the Isadora community good spirits for the season!
I have been working on updating the 3D object collision options in Isadora. Specifically to detect boundary collisions and object–object collisions in 3D space. The patch attached below is an offer to anyone interested in using 3D models and provides position and rotation outputs for the Isadora 3D Player actor: translate x,y,z and rotation x,y,z to simulate objects colliding, pushing and bouncing off each other and also bouncing off a boundary box aligned to 3d space. The actor provides inputs as follows:
- dt (recommended as a constant pulse input at 60hz)
- bounding box H,W,D (use in conjunction with a 3D Stage Orientation actor in the scene editor- move along the z axis to fit the stage)
- radius (the size of the collision detection relative to the size of the 3D object edge. This is based on a sphere.)
- bounciness of the object collisions
- initial speed of the objects when reset
- floaty to liveliness of the movement
- reset (retrigger)
A limitation is that the actor assumes the 3D objects are all a similar size for collision detection.
the actor is easily modified for the number of 3d objects in the scene. Just one line in the code is changed relating to BODY-COUNT (the number of 3D objects in the patch). The corresponding outputs are then available by adjusting the number of outputs of the actor. (Each object has six outputs associated with translation and rotation)

here is 3DCollisionJS_2025 for Isadora 4, code assisted by copilot.
Best Wishes,
Russell
How are you values packed with the Matrix value receive?
The output of the actor is Text.
If you have something like 1,2,3,4,5 as the output from the Matrix Value Receive actor, that will be text, and will be sent as text when sent via OSC.
You will need to unpack the text on the PD side, and convert each numeric Text element into a float there.
How many values are you sending? If its a manageable number, you can send a bunch of numbers over OSC by using the OSC Multi Transmit actor.
Another option (if PD can unpack JSON) is to bundle your data as JSON, and unpack on the PD side.
@dcmp said:
How can I treat a dynamic list in Isadora so that I receive it as a float?
A list, by definition, cannot be "a float" because it's comprised of multiple items and a float is just one number.
1.5 is a float
1.5, 1.7, 1.8 is a string that contains a list of floats
Can you attach a screenshot of the OSC Transmit actor you're using?
Hi Everyone.
I'm using the Matrix value receive actor in combination with the OSC transmit actor to send a list to Pure data. However when I'm unpacking the list I keep getting a 'type mismatched' error message in the PD window. So it seems that isadora is sending the data in something other than a float? How can I treat a dynamic list in Isadora so that I receive it as a float? Perhaps the Text Parser, but I would need some further info.
Thanks and best wishes!
Madison
@dbengali Hello! I couldn't replicate the issue with an Apple Pro Res 422 file nor a quick AVC codec saved via QuickTime Pro. I'm running on a MacBook Pro M2 / Tahoe 26.1 / Isadora 4.1.3
Best wishes Simon
I can't replicate this with APR422.mov video files on an Intel or Apple Silicon Mac with Isadora 4.1.3.
Can you please use the link in my signature to open a ticket and send in a description of the steps to cause the issue and a link to an simple file that causes the problem (including the media you're using) via Google Drive, Dropbox, or similar cloud storage platform?
Hi all,
I am running into strange behavior in Isadora 4.1.3 on Mac:
If I set the Play Start to something greater than 0 on a movie player, either using the input parameter or the in and out point trim triangles at the bottom, and then I leave the scene and come back to it, the movie sits stuck at the beginning of the play range. But the output parameter for Position is updating as if the movie is playing. The playhead just stays stuck and the movie does not actually appear to play.
A workaround seems to be to set the Position input parameter to 1
Movie files encoded as ProRes
Is this a known behavior? I don't remember it in the past.
Macbook pro m4
OSX 15.6.1
Isadora 4.1.3
Hi,
I usually do the chases using a sequence of [wave generator] shifting the phase depending on the amount of fixtures in the chase. The limit-scale allows me to set the max-min intensities of the chase.

I also use a Javascript actor to automatically assign the phases: This is actually not really needed since it's generally a one time job and you can do it by hand.

I hope this was clear. Don't hesitate to ask if I was not clear enough.