» Process (Animation)
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Process (Animation)

plugin

about

This module is helpful for all tasks which require the notion of: "Do that, then that, then that.." and so on. Its often hard to patch something like this, and patches tend to get complicated if such "timing things" are involved, but its often needed in projects. This is no replacement for Timeliner (Animation) or Automata (Animation), use them if it gets more complex, involvig conditional jumps from one state into another.

now as a plugin with action progress output.

download

process.zip
24.08.12 [19:56 UTC] by tonfilm | 1815 downloads
fixed a bug with restart, compatible to b27
Show 1 older revisions

Older Revisions

process.zip
17.08.12 [19:33 UTC] by tonfilm | 753 downloads
recoded as plugin, less buggy more outputs

antokhio 07/05/2011 - 01:31

cool one thanks ;]

u7angel 07/05/2011 - 11:30

nice module and typical tebjan patching style inside :)
although, its almost tidy

bo27 07/05/2011 - 12:25

cool thanks! we just need something like

CeeYaa 07/05/2011 - 12:53

wow, very helpful - cool module _ thanks tebjan

DiMiX 22/08/2012 - 16:31

It's only > beta28?

tonfilm 24/08/2012 - 14:55

ah, probably yes... i used a new time property of the IHDEHost to get the frame time. which beta are you using?

sunep 24/08/2012 - 15:07

This will be incredibly handy, can't wait to get to use it!

DiMiX 24/08/2012 - 18:18

Hi ton,
I've few patches are still with b27.2
I missed the previous version, maybe you could keep it downloadable as well.

tonfilm 24/08/2012 - 19:57

ok, fixed one and it should be compatible to b27 now

DiMiX 24/08/2012 - 20:10

Yes...Thanks a lot

DiMiX 30/11/2012 - 13:26

@tonfilm
do you think would be possible to implement OnEnd event for every single Action? Could be done the same way/strings as for Timeliner. Would be very useful to make simple cue sequencer

tonfilm 05/01/2013 - 20:20

hey DiMiX,

that is the 'Action Last Frame' output. its a bang before the next action starts.

DiMiX 06/01/2013 - 15:35

Hi tonfilm,
let's say i want to have simple "Pause" at the end of Process 1

As workaround i can patch Process 2 as "pause" with Action Time -1, but maybe there is more elegant solution instead of patching every OnEnd action as separate process

tonfilm 06/01/2013 - 18:31

having 'pause' states in between is good thinking. that is actually the idea of the -1 actions, to stop the process and continue whenever another condition is met. to start the next action then, you press 'Next'.

the more elegant solution would be to have another bool input which defines whether the next action will start automatically... maybe i will find the time after node13 to code it.

velcrome 06/01/2013 - 23:16

If Next, Back and Pause are spreadable you'd already have more possibilities to micro your Actions.

There are some special cases with my take on your plugin, that make it stop running. Don't have a debugger here to investigate them, so take it or leave it ;)

DiMiX 07/01/2013 - 14:48

@tonfilm: would be great
@velcrome: did not find anything wrong in your patch-runs in loop as expected

jimflim 29/11/2013 - 18:40

Hello tonfilm,

greatly appreciate this "chapter-wise" approach, however a sub-process directly on the first pin doesn't seem to work for me, neither do two sub-processes in a row.

tonfilm 11/12/2013 - 15:25

hello jim, please start a forum thread and post a patch. thanks!

xd_nitro 06/03/2014 - 11:25

this is great but a frame based switch would make it even greater!

tonfilm 07/03/2014 - 22:20

what do you mean by framebased switch? if your in the mood of coding, the sources are shipped with the plugin, so you can modify it to your needs.

xd_nitro 10/03/2014 - 12:29

hey Ton, yeah not clear from me. I meant frame based timings. So rather than - do this, wait 1 second, do that. Do this, wait 20 frames, do that.

Westbam 12/03/2014 - 01:24

Wow, this one is going to solve my "connect some patches together in loop" problem :) Thank you.

readme 22/12/2014 - 15:23

A little something concerning what xd_nitro asked for.
Seems like the Timings are system based (which is good, so it's tight), but I just had the issue that I had a little framedrop and the timings weren't in sync with what's on screen anymore.
Will fix the framedrop anyway (some time), but it would be cool to have the possibility to make the timings dependend on the frames/mainloop to catch those drops.

tonfilm 22/12/2014 - 15:43

you can use the mainloop in increment time mode, this will bind all time dependent nodes to frames (if they are programmed correctly).

Gareth.Griffiths 21/04/2015 - 17:20

This is so useful and needs updating!

tonfilm 21/04/2015 - 18:36

can you elaborate whats not working ATM?

anonymous user login

Shoutbox

~14d ago

~17d ago

joreg: The Winter Season of vvvv workshops is now over but all recordings are still available for purchase: https://thenodeinstitute.org/ws23-vvvv-intermediates/

~23d ago

schlonzo: Love the new drag and drop functionality for links in latest previews!

~1mth ago

joreg: Workshop on 29 02: Create Sequencers and Precise Clock Based Tools. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-08-create-sequencers-and-precise-clock-based-tools-in-vvvv-gamma/

~1mth ago

joreg: Workshop on 22 02: Unlocking Shader Artistry: A Journey through ‘The Book of Shaders’ with FUSE. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-12-book-of-shaders/

~2mth ago

joreg: Talk and Workshop on February 15 & 16 in Frankfurt: https://visualprogramming.net/blog/vvvv-at-node-code-frankfurt/

~2mth ago

woei: @Joanie_AntiVJ: think so, looks doable