[PD] animation api

Ivica Ico Bukvic ico at vt.edu
Mon Jan 4 23:20:50 CET 2016


On 1/3/2016 3:24 PM, Jonathan Wilkes wrote:
> It's actually way more simplistic than that-- just an "animate" method 
> that
> wraps around whatever attribute is available to the drawing command.  All
> I'll have is a ramp time, an optional delay time, and an optional 
> easing curve.
> That will make it a bit like a [vline~] for GUI side animation.
>
> I'm using the web animations API because it makes things very simple, 
> even
> to do complex things like animating path data.
>
> The idea is that this would open up some modest visualization 
> opportunities
> that are otherwise too cpu intensive.  For example, if you're animating
> using [line] the socket messages can quickly get in the way of the audio.

Will you at some point drown the CPU? Sure, but that is no different 
than a million of other ways of doing the same. OTOH, implementing the 
animation this way helps you ensure that your animation remains in sync 
with the audio, which to me seems much better gain than a potential 
CPU/socket overhead may be a shortcoming.

There could be some very cool ways of filtering gui messages, as well 
(short of getting rid of the socket-based communication in favor of a 
shared memory/multithreaded design). For instance, your animation object 
could be given the screen refresh rate and therefore it would not send 
out a message via a socket unless a desired frame-worth of time has 
transpired since the last message was sent. This would do wonders not 
just in terms of animation, but also the overall gui responsiveness, if 
implemented system-wide.

Best,

Ico

>
> -Jonathan
>
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>
>
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> On Sunday, January 3, 2016 1:08 PM, Ivica Ico Bukvic <ico at vt.edu> wrote:
>
>
> I think it may make sense in addition to having a one-shot-independent 
> animations that have no guarantee of staying in sync with the audio 
> (e.g. these could be useful for mouse-over button animations) that 
> your animation object can also receive a decimal value between its 
> originator and destination, allowing for each keyframe to be a whole 
> number. So, 0-1 would interpolate between the starting state and first 
> keyframe, 1-2 between first and second keyframes, etc., and thus allow 
> pd to use its timing mechanism to project changes in animation state 
> via a line object, a counter or something similar. IIRC most (all?) 
> HTML5-based animations can be triggered as independent events or can 
> be given a specific percentage value. The one-shot object could 
> interact with independent events, while the proposed object could 
> interact with the latter.
>
> That said, not knowing how you have imagined your animation object, it 
> may be tricky to implement this as it would require object to keep 
> track of all the keyframed events (assuming there are more than one). 
> If you are thinking of having the animation object track only one 
> single animation (e.g. something progressing from 30% to 90%), the 
> same could still prove useful except in this case you would only allow 
> for values between 0 and 1.
>
> On 1/2/2016 1:12 PM, Jonathan Wilkes via Pd-list wrote:
>> Hi list,
>> I'm playing with adding a simple animation api to data structure 
>> drawing commands.
>> The parameters will be sent to the GUI, and the GUI will take care of 
>> the ramp, delay, etc.
>>
>> I'm thinking of just making it a simple "set it and forget it" api.  
>> That is, you send a message
>> with your ramp and delay times to the GUI, and you just blindly trust 
>> that the GUI will make
>> things happen in the right amount of time.  The alternative I can 
>> think of is to have the GUI
>> call back when an animation is finished, but that would encourage 
>> mixing the two clocks
>> (i.e., GUI and Pd clock) in unpredictable
>> ways.
>>
>> Does this simple approach seem like a reasonable design?  The biggest 
>> problem would be that
>> a long-running animation could skew.  But in that case you could 
>> probably amortize the cost of
>> sending more messages over the longer time period.
>>
>> -Jonathan
>>
>>
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