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- Grid size in dyn move?
Archive: Grid size in dyn move?
Dutchie
4th November 2001 11:58 UTC
Grid size in dyn move?
What exactly does the grid size mean in the dynamic movement trans. My guess is it changes the range of x and y, i.e. if grid size = 16x16
the range of x is -8 to 8 and the same for y. Am I correct?
If I am correct I'm still confused because changing these values seems to have no effect on my scopes.
Also what does the rectangular co-ordinates mean?
Cheers
Dutchie
Lucid DM
4th November 2001 13:50 UTC
Rectangular coords use X and Y instead of R and D.
If you turn on rectangular coords, the window is divided into a certain number of sections, so as to keep the preset running fast. The grid size defines how many sections there are. For a more accurate movement, put higher numbers in, but that slows it down. For a less accurate, but faster movement, put lower numbers in.
It can also be useful for certain effects to have a low grid resolution.
UnConeD
4th November 2001 14:02 UTC
Grid size
Grid size is always used, regardless of polar or rectangular coordinates.
The idea behind it is that the dynamic movement is a very heavy effect. Recalculating every pixel-coordinate each frame would be impossible, so that's why the screen is divided into a grid. AVS calculates a position for each intersection on the grid, and uses interpolation (averaging from one value to the other) to achieve a smooth effect.
Usually a pretty low grid size will suffice, but sometimes you'll want to set it higher. Make sure that you don't make it unnecessarily big, because bigger grid = slower preset. You should also remember that the horizontal gridsize and vertical gridsize don't need to match. Gridsizes of 2x20 or 40x3 are acceptable.
As for rectangular coordinates, it means to use x,y (cartesian) coordinates instead of d,r (polar). In polar coordinates, a point is defined by its distance to the center "d", and the angle between the vertical line and the line connecting the point to the center (note that AVS puts 0 rotation vertically instead of horizontally, as is normally done). Polar coordinate-movements tend to produce more circular movements, instead of horizontal/vertical movements.
Rectangular coordinates is the way to go when you want to do advanced effects though.
Dutchie
4th November 2001 14:38 UTC
Thanks for the help.
I think I've got the hang of it now. I still don't notice any change when changing the grid size, how do I check the FPS. I did try using d and r with rect co-ords, it seemed to cause the scope to rotate and a swirl. No great surprise when using
r=r+sin(-e)*2;
d=d-cos(-e)*2
I've attached my work in progress.
Cheers
Dutchie
flatmatt
4th November 2001 21:22 UTC
FPS is shown in the lower left corner of AVS editor window.
Deamon
17th March 2003 13:23 UTC
Anyone in the mood for giving a little more detailed description on making DM's?
UnConeD
17th March 2003 13:42 UTC
Search the forums and please don't revive old threads unless they are collecting threads (i.e. a list of something).
Look at the faq for some links.
blaz
8th June 2004 22:43 UTC
ok, I am thinking about this for a lot of time, but I just can't figur it out.
I a lot of AVS, i notice variables like this:
xts,yts,dts,xm,xo.
i noticed this variables in a lot of AVS, and I am also wondering if i change xts to rds does it change the meaning of variable, and what do they realy mean
[offtopic] I hope i haven't done something wrong with asking this[/offtopic]
hungryskull
9th June 2004 01:27 UTC
Those are variables made by the user, AVS doesn't use them unless you assign one of them to one of the ones used by AVS(x,y,d,linesize, that stuff).
If you change their names you are likely to mess the preset up because it will probably depend on it later in the preset.
For example:
Per Frame:
t=t-tx;
t2=t2-t2x;
t3=t3-t3x;
Per Beat:
t3x=sin(rand(123))*0.1;
t2x=sin(rand(123))*0.1;
tx=sin(rand(123))*0.1
In this code(taken from one of my superscopes) if you were to change the variable called "t" to a variable called "fartbrain", it wouldn't work because later in the code the variable name is still called "t", but because that isn't the right variable, it won't work right.
Warrior of the Light
9th June 2004 10:11 UTC
there are commonly used vars though. If t is used it usually stands for >t<imer and m for >m<ovement. In your example xm will probably stand for movement(shift) along the x axis.
UnConeD
9th June 2004 18:38 UTC
Don't revive ancient threads with unrelated things. Post a new one.
Rovastar
9th June 2004 19:00 UTC
Yeah stop it *clunk*