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Animation Controller

Daan de Lange edited this page Mar 1, 2016 · 3 revisions

Animation Controller

The animation controller handles and animates effects while also binding them with shapes.
It should also generate a bunch of variables indicating the current state of animation. (External variables [joystick, gamepad, mouse xy, physical button states, ambient volume, etc.], season simulation, stats, etc.)
It also handles the instantiation of certain components such as the music analyser.

Useful ressources:


Control Modes

The controller offers several ways to control the software.

  • Manual
    By controlling the animations manually, you can change parameters in real-time for performances (shows, VJing, etc.). One way could be to build a standalone GUI application including an OSC control feature so you can control it with a tablet or distant computer. This app could contain different GUI parts registered by effects, thus allowing to control them. In the same way, a component could scan a timeline file and fire its events.

  • Automatic
    It could be great to make an autopilot mode so it can run on itself by queueing effects. For this we will need to develop a form of AI that react to different in-app events.

Architecture

Inner communication is partly done trough the OF Event system so being familiar with senders/listeners can be useful.

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