[ANSWERED] Movie player looping crossfade?
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Using the Movie Player actor with loop enabled, how can I do a cross-fade with itself for a few seconds? It appears the sound player has a crossfade but not the movie player?
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Sorry, so you have a movie player, and you want to duplicate that movie player in the same scene and have a cross-fade on top of that? So that if Movieplayer 1 ends, that Movieplayer 2 will do a cross-fade on top of that?
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If this what you want you can simple use the scene system for this.
Scene 1) Movie player, with loop disabled. Connect the end trigger to a jump actor and jump to the next scene.
Scene 2) Enter scene trigger > Trigger delay > Jump to Cue (previous scene)
Then we can use the Scene transitions control on the bottom menu bar to control the cross-fade / the fade times. With the correct timing we then have a functional cross-fade that will loop until it is broken.
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@juriaan Okay that will do the trick, thanks!
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You could also adapt the crossfade scenes for the Movie Player in this patch of mine: https://troikatronix.com/add-ons/random-media-random-duration/
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the movie player used to have a crossfade, but i think it had to be removed years ago due to incompatibility with an OS update.
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@woland Hi! The crossfade effect (radom movie _ set duration (cross fade) doesn't seem to work in Isadora 4 at least.. The first clip fades out to black then the next clip appears instantly after the fadeout is complete. In other words the second clip isn't fading in. Looking at the actors while its running it appears to be working setting the opacity etc, but nonetheless its not crossfade... Is there anything I can look at to get this working on Isadora 4? It would be super handy for me for sure!
EDIT: Using the Random Picture + Set Duration (cross fade) and changing the picture players to movie players and the media count to the video bin, it seems to work fine. But I'm thinking the code was done different in those samples for a reason so I don't want to have problems down the line in terms of performance or something?
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Sounds like a mistake I made when programming the patch. I'll take a look when I have more time next week.