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Beginer question

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fastingaciu#

Beginer question

If i have a lot o super scopes how do you do a dynamic movement just for one of them?
jheriko#
do the superscopes you want to have dm in an effect list with the dm, and the others in an effect list after, and use max blend or whatever, eg:

Main - Clear every frame on
|- Effect list (Ignore, Replace, Clear every frame off)
|--- Render / Superscope
|--- Render / Superscope
|--- ...
|--- Trans / Dynamic Movement
|
|- Effect list (Ignore, Maximum, Clear every frame on)
|--- Render / Superscope
|--- Render / Superscope
|--- ...

There is nothing to stop you from adding a fade out or whatever in the second effect list, or a different dm and blend together the results etc...
fastingaciu#
can u tell me how do i make from a super scope tu jump in an other . ex i amd a tringle and i whant like to move from one in other can u tell me how to do that?
JFASI#
What was that string of grunts and sputterings supposed to be? I'd try to help, but really, I don't get it.
blaz#
Originally posted by fastingaciu
can u tell me how do i make from a super scope tu jump in an other . ex i amd a tringle and i whant like to move from one in other can u tell me how to do that?
JFASI,jheriko
He probably wanted to say, if it is possible so the SC would be changing, let's sey per beat or something like that. so first he could have a triangle and in a few seconds he will have a square.

If is this what you said you have a SC like what you said in load example for SC. it is called spiral graph fun
fastingaciu#
can someone tell me how to chenge the camera to just move random and on beat in a dm?
JFASI#
You mean in a random direction? Like this:

Init:

xr=rand(20)/100-.1;
yr=rand(20)/100-.1

So that it actually moves at the beginning of the preset.

Frame:

xt=xt+xr;
yt=yt+yr;

This is the time variable, it moves on steadily all the time.

Beat:

xr=rand(20)/100-.1;
yr=rand(20)/100-.1

This randomly changes direction every beat.

Pixel

x=x+xt;
y=y+yt;

Actually moves the screen around.

It's a tad rough, there's another way if you want it smoother.
JFASI#
Originally posted by blaz
Jup JFASI, now we just need to put this Superformula into AVS 🙂 :S
Been there. done that.
jheriko#
look it up! its been done before, its in every frickking guide and tutorial on 3d etc... just look it up. and stop spelling things so badly, it makes everything hard to read.
Kar-mAVS#
To rotate an object you do something like this:


Frame
rx=rx+rxd;ry=ry+ryd;rz=rz+rzd;

crx=cos(rx);srx=sin(rx);
cry=cos(ry);sry=sin(ry);
crz=cos(rz);srz=sin(rz);

Beat
rxd=rand(100)/10000-0.005;
ryd=rand(100)/10000-0.005;
rzd=rand(100)/10000-0.005;

Pixel

x1=(whatever x is); y1=(whatever y is); z1= (whatever z is)

x2=x1*crz-y1*srz;
y2=x1*srz+y1*crz;

x3=x2*cry+z1*sry;
z3=-x2*sry+z1*cry;

y1=y2*crx-z3*srx;
z1=y2*srx+z3*crx;


z2=1/(z1+2);
x=x3*z2;
y=y1*z2;



here's an example (please don't copy it)

:edit: And try to spell better next time
JaVS_v2.5#
FRAME=
// Movement Set
mx=mx+xrt; my=my+yrt ; mz=mz+zrt;
xt1=xt1+xr1 ; yt1=yt1+yr1;
zoom=zoom+bm;reg05=cos(zoom);

/* SIN & COS */
reg01=sin(mx) ; reg02=sin(my) ; reg03=sin(mz);
reg04=cos(mx) ; reg05=cos(my) ; reg06=cos(mz);

/* Aspect Ratio & MISC */
asp=w/h ; index=0;

BEAT=
// Responses
xrt=(rand(5)/100)-0.01;
yrt=(rand(5)/100)-0.01;
zrt=(rand(5)/100)-0.01;

// Random
xr1=(rand(60)/500)-0.05;
yr1=(rand(60)/500)-0.05;

POINT=
// Draw Object
xB= <x-axis> ; yB= <y-axis> ; zB= <z-axis>;
reg11=cos(xt1);reg12=cos(yt1);

/* Position Set */
x1=xb ; y1=yb ; z1=zb;

/* 3D Movements */
x2=x1*reg03-y1*reg06 ; y2=x1*reg06+y1*reg03;
z2=x2*reg05+z1*reg02 ; x3=x2*reg02-z1*reg05;
y3=y2*reg01-z2*reg04 ; z3=y2*reg04+z2 *reg01;

/* 2D Conversion */
iz=1/(z3+objs+if(reg05,-.4+reg05,0));
x=x3*iz;y=y3*iz*asp;
sizex=iz*szx ; sizey=iz*szy;

// Skip Behind Camera
skip=below(iz,0);
Nice dotty cube, kar-mAVS.
I've made a few changed in movement..
Kar-mAVS#
nice dotty spectrum cube JAVS, and call me kar-ma (I hope theres no kar-ma here... *checks member list* nope, good)