Archive: How??(visualizations)


9th November 2003 22:40 UTC

How??(visualizations)
How would i make the visualization spin to the right or left using Trans/movement??what would i type in the user defined box?


12th November 2003 22:14 UTC

I take it no one knows?maybe using the dynamic distance modifier?please....


12th November 2003 23:01 UTC

I'm moving this to the proper AVS Troubleshooting forum, where it really should have been posted in the first place. The "experts" there may be able to help you better than anyone in Winamp3 Tech Support can.

In the meantime...

Read through THIS THREAD for pointers on AVS usage. Also refer to the AVS FAQ. Also read the Tips&Tricks in AVS and the Tips & Tricks 2 -- Beginners and Intermediate Only threads for more advice.

[Moving from WA3TS > AVS Troubleshooting]


13th November 2003 02:05 UTC

who... who is this nugatory moderator. You are quite mysterious.

Anyways.. acid, you should be able to work this out foryourself just from reading the info that comes in the package. But, to rotate using the trans/movement, you just set the variable r to what every you want. like ( r=r+3.14 ) would set it roughly upside down. Read up about this in the places that nunzio suggested so that you actually learn WHY


13th November 2003 02:39 UTC

who... who is this nugatory moderator. You are quite mysterious.
Alas... I am really nugatory. I only joined the forums back on 10-22-2002 but I also have about 10 or 12 posts or so under my belt, so that kinda breaks me out of my "newbie-ish-ness" a bit. ;)

13th November 2003 05:03 UTC

:D

nice..
i went to your site too. Nice jackhandy quotes.

//edit
O_o, your sig changes from post to post... You ARE mysterious.


13th November 2003 07:32 UTC

To be used in the Dynamic Movement.

d=d*zoom ( you use it when you want to zoom the image )
r=r+rotate ( this will rotate the image )
x=x+xshift ( this will shift the image on the x axis, move it from left to right depending what xshift is )
y=y+yshift ( this will shift the image on the y axis, move it from up to down depending what yshift is )

examples:

d=d*2 ( will zoom the image twice as far "shrink" it)

r=r+1.57 (this will rotate the image 90 degrees to the left, Pi= 3.141... is 180 degrees 2*pi is 360 degrees pi/2 is 1.57 and 90 degrees, if you use r=r-1.57 it rotates to the right

x=x+1 (will shift the image half a screen to the left -1 will shift it to the right)
y=y+1 (will shift the image half a screen up -1 will shift it down)

When you use D or/and R you can't use X& Y (unless you use the conversion trick, but that's a bit more complicated) And when you use X or/and Y "Rectangular Coordinates" must be checked in order for them to work.

Now to make the shiftings and rotations dynamic.
Use t=t+speed (speed is how fast you want it to rotate)

For rotation you only need to use r=r+t and it will rotate the full 360 degrees.

With shifting you need to enable "wrap" if you want to use x=x+t, but if you don't want to use wrap you can use x=x+sin(t)*range (range is how far you want it to shift, if range is 1 it will shift between 1 and -1 (half a screen right & left when with x and half a screen up & down when with y. But in case you want range to be 1 you don't need to multiply it, because multiplying or dividing things with 1 will do absolutly nothing )

Now zooming with D. When you zoom with D you don't add it you multiply it with the sin(t) i.e. d=d*sin(t) will zoom it between -1 (mirrored image) and 1 (normal image) Now if you add 1 to it like this: d=d*(sin(t)+1) it will zoom between (0 (so close it will show you nothing but a clear screen) and 2.

Example settings:

Per Frame:
t=t+randomspeed

Per Beat
randomspeed=rand(21)-10)*0.01

Per Pixel
d=d*(sin(t)*0.5+1.5)


Now to break that up.
t=t+randomspeed
Pretty clear what this does, it adds random value to the t value every frame

randomspeed = (rand(21)-10)*0.01
Now the rand() function gives you a random number every beat (as assigned in the per beat box) between 0 and n-1 (n being 21 here so it returns values between 0 and 20) we subtract 10 from it so we get a range of random values from -10 and 10, this is because it can " change direction" now which makes the preset feel a bit more dynamic . Now this we multiply with 0.01 so we get values from -0.1 to 0.1, because adding 1-10 per frame to t would result in a extremely fast moving movement, so we need small values.

d=d*(sin(t)*0.5+1.5)
Now sin(t)*0.5 returns values between -0.5 and 0.5 we add 1.5 to that in order to get values between 1 & 2, so now we are zooming the image between 1 (normal) and 2.


Now you can try the same thing with rotating, keep the per frame & per beat box as they are and remove the d code. Now use r=r+t and you get a randomly rotating image
After that you can use both of them, the D code and the R code and you get a randomly zooming and rotating thing :) remeber to use ; to end a code line otherwise the next one won't work thus making the whole dm non-working. Now you can dublicate and change the per pixel line and per beat line and change them so the rotating and zooming each move randomly separetly

result:

per frame:
t=t+randomspeed ;
t2=t2+randomspeed2

per beat:
randomspeed=(rand(21)-10)*0.01 ;
randomspeed2=(rand(21)-10)*0.01

Per Pixel:
d=d*(sin(t)*0.5+1.5) ;
r=r+t2


And that's it, it shouldn't be now to hard to make the shifting in X&Y :D


13th November 2003 16:12 UTC

Tug: good post, but this sort of stuff has already been explained over and over again.


13th November 2003 19:30 UTC

yeah, but sometimes you just feel like being exxxtrraa nice to 'em. ay tugg :)


14th November 2003 06:30 UTC

I know, but i didn't write that originally here, i wrote it on wednesday at devart and it sort of went to waste since the recipent part already new all this, so i just edited it a bit and posted it here :)