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I need your help with skinning knobs!

I need help on a Patch
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artificial
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Unread post by artificial » 06 Oct 2010, 15:43

Hi all!

I need your help with skinning knobs! I don't understand the relation between *.knob.bmp files and the *.knob (knobman files)? Furthermore I can't understand why the knobman files are empty (there are 8 layers with no primitives in it...)...

So, could someone please give me a step by step tutorial on how to create knobs for Usine?

Thanks in advance! :)

cheers
artificial

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nay-seven
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Unread post by nay-seven » 06 Oct 2010, 16:26

ok, a quick one , will add screenshot and make this a tip for the wiki..

in knobman : file /open/samples/aqua.knob ( .knob files are knobman file here )
on the right window you can try to test it , you 'll see that this knob has 31 frames.ok
now : file/exportimage/name your knob as you want and choose.bmp image type.ok

in Usine load a knob , right click /edit layout / click on back bitmap and load your bmp file.
set frames count as 31 ( here it's an horizontal one , so let vertical off )
disable show knob,show value, show caption
now, right click in your panel and unlock / re-arrange the size of your knob / lock
now, in the edit layout window : file /save preset /name it ( you just have create a knob file again but this one is a Usine one..)
now you can find this preset when you edit the layout of a knob

artificial
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Unread post by artificial » 06 Oct 2010, 16:50

thank you very much!

it works perfectly! :)


ethnix73
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Unread post by ethnix73 » 06 Oct 2010, 17:52

Nice tip in the wiki nay-seven!
Seb.Dub

artificial
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Unread post by artificial » 06 Oct 2010, 18:06

thanks! :)

unfortunately, usine does not import png files (or any other format which handles transparency)... too bad... just wanted to create something like this: http://www.youtube.com/watch?v=nLQzd8Rjhrc ;)

cheers
artificial

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senso
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Unread post by senso » 06 Oct 2010, 18:16

@artificial:
A knob is not the best way to make this kind of design.
use a draw objects module?

23fx23
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Unread post by 23fx23 » 06 Oct 2010, 18:23

yep with a bit of pi, cos, and sin this is pretty doable with draw object, the BG will be transparent.

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nay-seven
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Unread post by nay-seven » 06 Oct 2010, 18:27

could be a cool one !

artificial
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Unread post by artificial » 07 Oct 2010, 01:33

oh... thanks for the help... ! :)

well, i tried to create it with the draw module and yeah... after some recherche in the net I found the formula for creating the circular movement... i got it to work so far, but only with sequences with a length of 4 or 8 steps... with other values it sort of "stutters" -> the circles' coordinates jump sometimes...

anyway, I think it should be possible to change the formula to work right... but my knowledge is really limited and my brain starts hurting now... haha, so I thought i gonna upload this patch - maybe someone knows how to solve this problem!

the next steps for me will be, to add midi messages, if the circles are at "12 o'clock" (for example, the coordinates should be x=0,5 and y=0,1 for the outer circle for example, which has an radius r=0,4)... and so, I have another problem, which I was not able to solve: how can I round the float values of the coordinates to lets say 0.x values???

edit: here's the link to the patch: http://www.sensomusic.com/forums/upload ... uencer.pat

hope I described my problems properly :)

anyway, thanks in advance!

cheers
artificial

23fx23
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Unread post by 23fx23 » 07 Oct 2010, 01:58

didn't look yet the patch, will try as im interested by this (but so running out of time for now).

to round to 0.X you can multiply by 10, use Trunc/round and divide by 10,
or in script there is a formatFloat command.

artificial
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Unread post by artificial » 07 Oct 2010, 11:57

thanks for the tip, i was thinking way too complicated... hehe

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nay-seven
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Unread post by nay-seven » 07 Oct 2010, 11:58

here a little quick try , the sequencer can be 16,32,64 but is not reflected to the draw panel, don't know ,we need math guru here
I've also add a try for midi out and visual feedback

download here

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