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the curve section | ||
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The Curve section is where you can further model the signal which is being sent
from the source object to the destination object. It is also the
place where you define the possible limits of the destination object. The curve should be read similarly to a Gamma curve, or a curve in Photoshop. The horizontal axis is the input signal, or the data as it comes from the source object, and the vertical axis is the output signal, or the data as it is sent to the destination object. In the Puppeteer interface, you'll see a narrow white band in the background of the curve, as well as some dark grey lines running through it. These define the axis system of the curve, and can be directly translated to the first and second node's values (see illustration below). Furthermore, the curve works on each and every active channel by the same amount, not just on one of them. |
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There are a few types of curves, each with their own settings.
But for all types of curves, you can adjust the scale, the stretch,
the offset and the inversion. |
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limits
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The other thing you define in the Curve settings is the way the
data flowing from the source object into the target object is
treated if it goes beyond the borders set by the two nodes. If
the source object's first node has an X position of 0m, and it's
second node has an X position of 100m, what should happen if the
source object is at an X position of 150m, or -234m? That is what
the Limits are for. Directly next to the Curve popup-menu (where you set
the curve type) there are two little arrows. Clicking these will
provide you with a little menu with four options, which are the
four types of limits you can set to the data. The left menu is
used for the limit at node 1, or the left side of the curve, and
the right arrow is used to set the limit at node 2, or the right
side of the curve. The curve display will update accordingly.
There are four types of limits you can set, and both ends can
have a different limit. The types are: None, End, Loop and Ping-pong.
None will simply not put any limits on the data. End will keep the value it finds at the edge of the curve, and feed
that through to the destination object if the source object goes
beyond the limits set in the nodes. Loop works just like looping an animation playback: it will simply
repeat the curve between the limits endlessly. Finally, Ping-pong will also repeat the curve, but alternate between a mirrored
curve and a normal curve, just the way the pure sine function
does. Again, the best way to get to grips with these settings
is to try them out and watch the curve-display in the Puppeteer
interface update. |
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*) IMPORTANT WARNING: Both the Bias curve and the Gain curve use raw functions. This means that the curve may and will disappear into infinity just beyond the limits. This is displayed in the Puppeteer interface as a solid black block filling up either side or both sides of the curve display, but with certain settings of offset and stretch the same block may appear in the middle portion of the curve. Take caution in these situations, as they may mean that your destination object will disappear into infinity as well! It is advisable to first deactivate the Puppeteer tag by unchecking the 'activate' checkbox in the top of the dialog, then set the curve to your liking, only to turn Puppeteer back on when you've made sure you have an acceptable curve. For both the Bias and the Gain type of curve, it is advisable to always use the limits of the curve (ie. don't leave them at 'None')
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