Those who travel very slowly may yet make far greater progress, provided they keep always to the straight road, than those who, while they run, forsake it. Rene Descartes, Discourse on the Method
Lo so che parlo perche' parlo ma che non persuadero' nessuno; e questa e' disonesta' - ma la rettorica mi costringe a forza a far cio' - o in altre parole "e' pur necessario che se uno ha addentato una perfida sorba la risputi". C. Michelstaedter, La Persuasione e la Rettorica
SOCRATES: Eh! What can be feared when one is doing one’s duty? I know the rage of my enemies. I know all their slanders; but when one only tries to do good to men and when one does not offend heaven, one can fear nothing, neither during life, nor after death. Voltaire, Socrates, ACT II
I just don’t believe how much fast the time flows; the last release is approaching to a month ago. I’ve got so few spare time to work on the script: the new code was added during the weeks but I was out of testing possibilities due to some main-job urgencies.
Well, there’s not much hurry: no users response at all! … I’m not complaining, it’s the world we live in …
Beta3 is a quite good step forward to me. I’m quite near to the end of the 1.3.x planned-features-table so maybe I’d be better stay silent and go on with the coding. Who knows! :O
The new 1.4.x will have plenty of new small commodities and it’ll be mainly focused on usability. You know I’m still on the case.
Flam3 installation is now checked using Apophysis “Export renderer” path: we’ll no see the annoying request anymore, plus it can be easily changed just in case you need to use some different Flam3 versions.
Flam3 2.8 Bet4 stagger env var is now fully supported, plus I added the ‘oscope’ to ‘oscilloscope’ conversion and dropped redundant and useless (to Flam3) Flame.Angle tag.
The other small adds can be found in the Changelog.
I’m back to this script again after more than one year.
Why? Well, some update needs surfaced out of genetic-design mailing list during the last days.
First of all I’ve had the confirmation that the ‘twintrian’ Variation is currently banned; when a Flame containing this Variation is uploaded then the designer will have a surprise: the result it’ll be different cos the server silently erase it.
I’ve secondly discovered that ES (ElectricSheep) server limits to 5 the number of Variations per Transforms (XForm); I was completely unaware of it or I forgot the limitation when I firstly coded the script (I really don’t remember).
Stagger env var is another Flam3 2.8 new feature.
It permits to control how the Transforms are interpolated during the animation; every designer can use this feature to customize the animation motions.
It applies to all animation modes created by Flam3: Sheep (Loop), Edge and Morph ones.
Erik Reckase explains it this way: “Setting stagger to 0 means the same as current behaviour. stagger=1 means that each xform will interpolate one at a time instead of simultaneously. stagger=0.5 means that the second xform will start halfway through the interpolation of the first xform, and so on.” and also “Affects simultaneity of xform interpolation during genome interpolation. Represents how ‘separate’ the xforms are interpolated. Set to 1 for each xform to be interpolated individually, fractions control interpolation overlap.”
Setting stagger to 0 is like not having it at all. The Transforms are in both cases interpolated in the old Flam3 2.7.xx way.
I’ve prepared 4 small clips that visually explain the ‘stagger’ env var usage.
The first two clips represent what previously said about stagger=0 and no stagger usage: the result is the same!
Flam3 2.8 Beta4 release corrects the ‘animate’ mode bug; see here: Flam3 2.8 Beta3
Previous betas was unable to create Morph animations correctly; the correct ‘animate’ mode implementation is back and this release can create them too.
The new Flam3 2.8 Beta3 release is actually available for testing.
Thanks a lot to Erik Reckase for the new releases!
Warning: there’s a bug related to flam3-genome; it cannot properly execute when used with ‘animate’ mode (animate env var active). Already communicated to Erik: a fix will be available in a few days.