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    Control individual 3D particles?

    How To... ?
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    • S
      stj last edited by

      1. Is it possible to control individual 3D particles? (besides using a 3D particle actor for each object ;-)
      2. Can I control an individual 3D particle AFTER emission/adding an object?
      3. Has anyone used the Kineme QC Particle Tools in Isadora with success?
      Thanks for any hint!

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      • Skulpture
        Skulpture Izzy Guru last edited by

        1. no not really. 2) affriad not. 3) I've never tried so can't help with that one.

        Graham Thorne | www.grahamthorne.co.uk
        RIG 1: Custom-built PC: Windows 11. Ryzen 7 7700X, RTX3080, 32G DDR5 RAM. 2 x m.2.
        RIG 2: Laptop Dell G15: Windows 11, Intel i9 12th Gen. RTX3070ti, 16G RAM (DDR5), 2 x NVME M.2 SSD.
        RIG 3: Apple Laptop: rMBP i7, 8gig RAM 256 SSD, HD, OS X 10.12.12

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        • Michel
          Michel Izzy Guru last edited by

          1. I just downloaded it, saved the plugin into library/graphics/quartz composer plugins, opend quartz composer placed the particle tool from the library, published all inputs, saved the .qtz patch into library/compositions and played around with it in Isadora. It does do something but I think you have to try a bit around to get something specific. You need a video or picture input for it to work.

          Best,
          Michel

          Michel Weber | www.filmprojekt.ch | rMBP (2019) i9, 16gig, AMD 5500M 8 GB, OS X 10.15 | located in Winterthur Switzerland.

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          • S
            stj last edited by

            Thanks Michel, I think I have solved my own question. I have tested two ideas: 1. to publish each input/output of each element of the Kineme Particle Tools (object: Particle, object: Emitter etc.). It became clear that some inputs cannot be published,and probably it is no surprise that these have to do with connecting to other objects, and to hierarchies (such as "child operator" etc.) Conclusion: these more complex particle compositions can only be done in QC 32 bit, and not be re-created by "importing" the Kineme Particle Tool elements to Isadora :(
            2. the second idea was to use an existing particle composition in Isadora. That only works, if there are no levels of nested macros - many if not most of the more complex QC compositions use several levels though - but even if I publish inputs on the different levels, Isadora will only recognize the published inputs of the highest level.
            Maybe that also resolves the other question I have posted (QC actors), on why some QC actors work, and others don't: the QC architecture (nesting) seems to create problems when used in Isadora.

            Best,
            Stephan

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            • mark
              mark last edited by

              Dear Stephan,

              For what it is worth, the limitations regarding publishing inputs and outputs are based on what is made available by the [QCRenderer API](https://developer.apple.com/documentation/GraphicsImaging/Reference/QuartzFramework/Classes/QCRenderer_Class/Reference/Reference.html) provided by Apple. It does not allow you to "see" anything deeper than the highest level. If patches don't work in Isadora, my suspicion is that it is a limitation of QCRenderer. But I don't see why nested macros shouldn't work -- one question: if you have a free running QC patch with a billboard as the endpoint, and you open it in QuickTime player, does it work? QuickTime player is more than likely using the same API that I'm using. That would be a useful test.
              Best Wishes,
              Mark

              Media Artist & Creator of Isadora
              Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

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