Isadora 3-Manual PDF
Isadora 3-Manual PDF
Isadora 3-Manual PDF
User Manual
By Mark Coniglio
Version 3.0
June 2019
© 2002-2019 Mark F. Coniglio
all rights reserved
Isadora Manual 1
TABLE OF CONTENTS
TABLE OF CONTENTS ..................................................................... 2
ISADORA – OVERVIEW.................................................................. 19
What is Isadora? ......................................................................................... 19
GETTING STARTED........................................................................ 33
Setting up your Computer for Video Output ............................................ 33
Configuring Displays on MacOS ................................................................................................. 34
Hiding the MacOS Menu Bar on Additional Displays ................................................................. 35
Configuring Displays on Windows .............................................................................................. 37
Isadora Manual 2
Assigning Displays with Stage Setup ........................................................................................... 39
Adding Additional Stages ............................................................................................................. 39
Stage Numbering .......................................................................................................................... 40
Stage Preview ............................................................................................................................... 40
Showing the Stage Output ............................................................................................................ 40
Isadora Manual 3
ISADORA REFERENCE .................................................................. 84
Importing & Managing Media ..................................................................... 84
Media Panel Basics ....................................................................................................................... 84
Tested Media File Types .............................................................................................................. 84
Importing Media ........................................................................................................................... 85
Selecting Media References ......................................................................................................... 87
Managing Media ........................................................................................................................... 87
User Actors & Macros: Creating Your Own Actors ............................... 117
User Actor Synchronization ....................................................................................................... 118
Isadora 3 User Actors/ Macros vs. Isadora 2 User Actors/Macros ............................................ 119
Creating and Editing a User Actor ............................................................................................. 120
Creating and Editing User Inputs and Outputs ........................................................................... 121
User Input/ Output Reordering ................................................................................................... 122
Saving the User Actor After an Edit ........................................................................................... 123
Converting a Macro to a User Actor .......................................................................................... 124
Adding User Actors to the Toolbox ........................................................................................... 124
Isadora Manual 4
Overview .................................................................................................................................... 130
Creating/Deleting Control Panels using Split & Join ................................................................. 132
Showing/Hiding Control Panels ................................................................................................. 133
Using / Editing Control Panels ................................................................................................... 133
Adding New Controls to a Control Panel ................................................................................... 134
Linking a Control to an Actor Input or Output ........................................................................... 134
Unlinking a Control from an Actor Input or Output .................................................................. 136
Selecting and Deleting Controls ................................................................................................. 137
Using a Picture as a Background ................................................................................................ 137
Positioning, Sizing and Aligning Controls ................................................................................. 138
Editing Controls .......................................................................................................................... 139
Setting the font, font style and font size for a group of controls: ............................................... 140
Locking Controls ........................................................................................................................ 140
Using the Grid Snap Feature ...................................................................................................... 141
Changing a Control’s Settings .................................................................................................... 141
Setting Control Specific Options ................................................................................................ 142
Seeing the Control ID Associated with Controls........................................................................ 143
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Stage Settings ............................................................................................................................. 173
Display Settings .......................................................................................................................... 175
Keystone Adjustment View ........................................................................................................ 176
Stage Setup Notifications ........................................................................................................... 177
Arranging Displays to create an Edge Blend .............................................................................. 178
Blend Maker Tool ....................................................................................................................... 179
Blend Adjustment Panel ............................................................................................................. 180
Using a Matrox Dual/TripleHead2Go ........................................................................................ 182
Isadora Manual 6
Interactively Starting or Stopping Capture & Recording Capture Input .................................... 230
Isadora Manual 7
Resetting the Isadora Preferences .......................................................... 267
Isadora Manual 8
Anything .................................................................................................... 305
Isadora Manual 9
Control Watcher ........................................................................................ 329
Isadora Manual 10
Float to Integer (v1.3) ................................................................................ 359
Isadora Manual 11
Listener ...................................................................................................... 382
Isadora Manual 12
Movie Player VR ........................................................................................ 412
Isadora Manual 13
Program Change Watcher ........................................................................ 431
Isadora Manual 14
Send Program Change ............................................................................. 451
Isadora Manual 15
String Formatter (v1.2) ............................................................................. 479
Isadora Manual 16
Trigger Value ............................................................................................. 496
Isadora Manual 17
Monitor ....................................................................................................... 523
Isadora Manual 18
Isadora – Overview
What is Isadora?
Isadora is a software program designed to allow interactive, real-time manipulation
of digital media, including pre-recorded video, live video, sound, standard MIDI
files and more. You create an Isadora program by linking together modules (called
actors in Isadora parlance), each of which perform a specific function on the media.
You make these programs interactive by linking actors to another type of module,
called a watcher, which looks for information from the outside world (i.e. MIDI
messages, mouse and keyboard actions, messages send over a Local Area
Network). The results are presented via the computer’s video displays, speakers, or
MIDI interfaces.
The design of Isadora is the result of over a dozen years of experience of creating
interactive works with my dance theater company Troika Ranch
(http://www.troikaranch.org), as well as my experience teaching numerous
workshops on integrating digital media into live performance. It reflects my own
desire for a flexible, powerful and reliable tool with which to make my own pieces,
and to create a friendly working environment for those who do not have extensive
computer experience.
Perhaps the most difficult aspect of Isadora is that a new file is a blank slate – it
won’t do anything for you until you begin to bring actors into the program and link
them together. For those just beginning, this can be a bit daunting. So, we have
supplied a complete set of tutorials that lead you through the process of creating
several Isadora programs. In addition, you will find several example files included
with the application. Looking at these may be the best place to start, as it will give
you a sense of what you can do with Isadora and how to begin using it.
On the other hand, those who have more experience with media manipulation
software may want to head directly for the Quick Start section. It gives the essential
information required to start using the program.
It is worth mentioning here that help is always available. Control clicking (on
MacOS) or the right clicking (on Windows) on an Isadora module will display a
pop-up menu. Choose “Actor Help…” to display help information for that module.
To see help for an input or output, control or right click the name or value of an
input or output and choose “Actor Input Help…” or “Actor Output Help…” as
appropriate.
Enjoy,
Mark Coniglio
Isadora Manual 19
Quick Start
If you don’t like reading manuals, here is a quick tour illustrating the essential
things you need to know to use Isadora.
Regardless, it is essential that you configure your system correctly. At the very
least, follow the instructions regarding under the “Preparing Your Computer” and
the “Stage Setup” section of this Tutorials chapter below.
Interface Tour
Isadora Manual 20
Toolbox
The actors used to create a Scene are found in the Toolbox. There are several
groups of actors within the Toolbox that can be selected by clicking the Toolbox
Filter. Just click on the icon of the group of actors you wish to display.
Scene Editor
Each Isadora Scene is a complete program, made up of one or more modules (called
an actor in Isadora parlance) that manipulate video, sound or data.
To delete an actor:
select it and then choose Edit > Clear or press the delete key. You may select
multiple actors by holding down the shift key while clicking, or select a group of
actors by clicking on the Scene Editor background and dragging – a selection
rectangle will appear, and all actors under the rectangle will be selected when you
release the mouse.
To send data from the output of one module to the input of another:
Click the output (the blue dot). A connection or link anchored to the output will
now track your mouse movements. Click on the input (again, the blue dot) next to
the input to which you want the data sent. When data flows through the link, its
color will change from red to green. Note that video and sound outputs cannot be
connected to number inputs or vice-versa.
To delete a link:
Click on it and choose Edit > Clear or press the Delete key.
Point the mouse at a link that is carrying video and a small window will appear,
displaying the video moving through that connection. This is quite useful when you
have a complicated video patch and you want to see the video as it moves from
actor to actor.
Isadora Manual 21
Scene List
To delete a scene:
click on the scene and chose Edit > Clear or press the Delete key.
Media Panel
Isadora allows you to process both live and prerecorded images and sound. If you
want to use prerecorded media, you will need to import it into Isadora.
Isadora can play and manipulate five types of files: Digital Video Files, Digital
Audio Files, Pictures, Standard MIDI Files or 3D Object Files (3DS).
Isadora Manual 22
Here is an explanation of what each item on the status bar indicates, from left to
right:
Communications Activity
Input activity for Open Sound Control, MIDI, Serial, and TCP/ IP data. An arrow
will appear indicating when new data is received.
Loaded Media
Loaded Media shows how many media objects are currently active in your patch
Timecode
Current Time Code Position shows the most recently received Midi Timecode
location. If you aren’t receiving any MTC data, it will appear as dashes:
Cycles
Indicates how many times per second Isadora can process all active scenes in all
currently open show documents. Higher numbers indicate less load on the
computer.
When the complexity of your patch is not taxing your computer’s hardware, this
number will approach the value specific by the “General Service Task” rate in your
Isadora Preferences. As the complexity of your patch increases, this number will go
down. You should not be too concerned until this value goes below twice the
current frame rate.
Isadora Manual 23
Frame Rendering Load
Indicates how long it is taking to render each frame, specified as a percentage of the
available time per frame at the Target Frame Rate.
When your patch is running smoothly, this indicate will be green and the percentage
value will be somewhere below 50%. If your patch is starting to reach the limits of
your computer’s hardware capabilities, you will see this number rise and the
indicator turn yellow. If this indicator turns red and the percentage is near or above
100%, you should revise your patch to lessen the load on your computer.
Isadora Manual 24
Installing Isadora
Downloading Isadora
Download the latest Isadora® version at https://troikatronix.com/get-it/.
If you have purchased a USB Key and the key has arrived, then make sure to install
the USB Key Version!
All other Isadora® users should download the Standard Version.
Run the installer once you have downloaded the program to install Isadora on your
computer.
Installing Updates
Updating Isadora is as simple as running the Isadora installer for the latest
downloaded version. The installer automatically overwrites the prior version of
Isadora, while maintaining any configured preferences.
Demonstration Mode
Once installed, Isadora® runs in demonstration mode. You won’t be able to save
your work while Isadora is in demonstration mode and some features are disabled.
Authorize your computer with your Isadora® License to unlock all Isadora features
and save your projects.
Isadora Manual 25
System Requirements
Isadora will run on almost any contemporary Mac or Windows computer, however,
your system requirements may vary based on the scope of your project.
Isadora Manual 26
Registration Procedure
Before you will be able to save your work in Isadora® you must install and register
Isadora® on your computer.
Subscription
A monthly or annual subscription to Isadora. While your subscription is active, your
license is automatically upgraded to the latest version of Isadora. This option is
ideal for independent designers who work with Isadora on a regular basis.
Rental
Activates Isadora for a 7-Day rental period. This option is ideal for a show control
computer operating Isadora for the run of a single production.
Buy-to-Own
A perpetual Isadora 3 registration for one computer. This option is best for those
who prefer a one-time purchase to register a single computer.
Each buy-to-own licensee is entitled to generate up to three registration codes per
year. This accounts for purchasing a new computer, reformatting your hard drive,
etc. Once you register Isadora on a computer it will work on that machine forever,
except if you reformat your hard drive.
Upgrades
Users with a buy-to-own license for a prior Isadora® version can upgrade to the
current version at a discounted rate.
Isadora Authorization
If you have purchased a buy-to-own, subscription, or rental license, please use the
steps in Register the Isadora® Standard Version.
If you purchased a buy-to-own Isadora license with a USB key, please refer to the
steps in Register the Isadora® USB Key Version.
Isadora Manual 27
Register the Isadora Standard Version
After your order has been processed, you will receive an email with the information
required to register your copy of Isadora. Keep this email in a safe place, as you
will need it to generate future registrations.
The information in the email will look like this:
License ID: 12345678
Password: 12345A67
Your License ID and Password are very important. Please print an offline copy so
that you can access it in an emergency.
Follow these steps to register your copy of Isadora:
1. Your computer must be connected to the Internet.
2. Ensure you are logged in as the administrator of your computer.
3. Run your copy of Isadora by double-clicking its icon.
4. Choose Help > Activate License… The License Agreement will be
displayed; click “Agree” to accept the terms of the license agreement. Then
the following dialog box will appear:
5. Enter the License ID and Password exactly as you received it in the email
from TroikaTronix. (Capitalization counts!) You may enter an optional
installation name for your reference.
6. After you have correctly entered your License ID and password, the
“Activate Online” button will become enabled. Click it to authorize your
copy of Isadora.
Isadora Manual 28
Register the Isadora USB Key Version
After you purchase Isadora with a USB Key, you will receive two emails. The first
will contain a one-month rental registration code. This is to allow you to start
working with Isadora until the physical USB key arrives. To use this temporary
code, you must download and install the Standard version of the program. Please
refer to the prior section for instructions on registering this version of the program.
The second email will be sent when your USB key is shipped. It will contain the
permanent registration code to be used with the USB key. The key will look
something like this:
C46DFD5684047BD4B3D275D58D6BB689
C4DB260B43DA8A659725C5C455B0F6DF
F83E8350A42B196ECF5DC228DEE385CE
E35E3FDEA81FFC0C048734C2A5FE1BFE
A1756D92665F491E6AF0ACE108E5A5DB
This key is very important! Please print an offline copy so that you can access it in
an emergency.
Once you have received the physical USB Key, follow these steps to register your
copy of Isadora:
1. Ensure you are logged in as the administrator of your computer.
2. Download and install Isadora as described in Step 1. Ensure that you have
downloaded the special USB Key version of the program.
3. Download and install the HASP USB Key drivers. At the time of this writing the
drivers were located on the page at
http://www.aladdin.com/support/hasp/enduser.aspx. If this link doesn’t work for
some reason, search the internet for “hasp driver download” At the time of this
writing, the Macintosh users should install the Sentinel HASP MacOS Run-time
GUI Installation. Windows users should install the Sentinel HASP Run-time
GUI Installation. After running this installer, you may be required to reboot your
computer.
4. Insert the USB Key into the computer. There is a small red L.E.D. light in the
key; it should illuminate.
5. Run the USB key version of copy of Isadora by double-clicking its icon.
6. You will see this message when the application starts up:
Isadora Manual 29
Click “OK” to continue.
• Choose Edit > Registration…. The License Agreement will be displayed; click
“Agree” to accept the terms of the license agreement. Then the following dialog
box will appear.
• Paste the USB registration code you received from TroikaTronix into the text
field within this dialog box.
• After you have correctly entered the USB registration code, the “Register” button
will become enabled. Click it. Your copy of Isadora is now registered.
Isadora Manual 30
Using the License Portal
The License Portal web interface is a convenient tool where you can manage your
Isadora license(s) and customer information.
While Activation and Deactivation can be handled directly in Isadora, the License
Portal is useful when do not have direct access to your previously activated
software. For example, should you need to re-install Isadora after replacing a
computer or re-installing your operating system you can use the License Portal to
deactivate your old system so you can activate Isadora again.
You can access the License Portal from your web browser at the following URL:
https://secure.softwarekey.com/solo/customers/
Isadora Manual 31
4. Choose the Isadora license you want to manage by clicking either the License ID
or Product Name. You’ll see the following page:
5. This shows your current license information, including your License ID and
password, date of issue (and expiry, for rentals and subscriptions) as well as the
number of remaining activations.
6. To deactivate an Isadora registration, click the “Manage Installations” button.
7. You’ll see a list of installations. Click the red “X” to deactivate a machine. A
confirmation dialog will appear to confirm your choice.
Isadora Manual 32
Getting Started
Setting up your Computer for Video Output
When you are ready to use Isadora for a performance, you will usually want to
configure your computer so that Isadora’s user interface appears on the main
display of your computer, and the video output is sent to one or more additional
connected displays. These instructions explain how configure Isadora and your
computer to accomplish this goal.
A display is any digital video projector (also known as a “beamer” in Europe),
video monitor, television set, or other video hardware connected to your computer.
On both Macintosh and Windows, the first step is to power up your video projector
and securely connect its video input to the computer. Usually this connection is
made via a 15 pin XVGA cable, but you may also use DVI or HDMI – it depends
on the output provided by your computer. Your computer screen will usually blink
as it recognizes the new display.
Isadora Manual 33
Configuring Displays on MacOS
Open System Preferences and click “Displays.”
The following window will appear on each of your computers; but only one of them
will have a tab that says “Arrangement.” You will need to work with the window
that has this tab.
TIP: If you can’t find all the windows because one of them is on the video
projector, click the “Gather Windows” button to bring all the windows to the
current display.
TIP: If you tick the box labeled “Show Displays in Menu Bar” much of the
information accessed in these windows becomes available in the main menu bar at
the top-right of the screen under the icon.
Click the “Arrangement” tab. The window will now look something like this:
Isadora Manual 34
If your computer has multiple connected displays, one rectangle will appear for
each video projector connected to your system.
We recommend you arrange each display side-by-side.
If the “Mirror Displays” checkbox is ticked, click it so that it is no longer enabled.
If the menu bar (the little white rectangle) shown in this window is not at the top of
your main display, then click inside it and drag it to the monitor where you want the
menu bar to appear.
You can drag the window rectangles themselves to specify the “virtual layout” of
the windows. In the image above, the second display is to the right of the main
display in the virtual space.
Isadora Manual 35
Isadora users should also note an important default feature in the Mission Control
settings, called Displays have Separate Spaces. Normally, this ensures the Apple
user will see a standard Apple menu bar at the top of every monitor, display or
video projector that is attached to the computer. However, this default setting will
result in the Apple menu bar being visible at the top of your Isadora video outputs
(Stages 1-6) when sent to multiple display monitors or video projectors. It is
recommended to deactivate this default feature (unless this is needed for your
design), by unchecking the box beside it.
Isadora Manual 36
Configuring Displays on Windows
To configure your displays on Windows 10, use these steps:
1. Open Settings and choose “System”.
2. Select “Display” from the side menu.
3. Under the "Multiple displays" section, use the drop-down menu to set each
connected display to “Extend”
4. Under the "Select and rearrange displays" section, we recommend you arrange
each display side-by-side.
Isadora Manual 37
Stage Setup
You should review your Stage Setup each time you begin a new Isadora project.
Displays
A display is any digital projector, screen, monitor, television set, or other video
hardware connected to your computer.
Isadora 3 can address up to 16 connected displays, subject your hardware setup.
Stages
Isadora makes video output highly configurable by assigning displays to stages.
Actors and preferences refer to stages using a stage number. For example, the
Projector actor uses the stage number as the value in the ‘stage’ input property to
determine where it will output video.
Isadora 3 supports up to 48 stages (subject to your system resource limitations).
Multiple displays may be assigned to a single stage so that they can all be addressed
as one. However, each display should only be assigned to one stage at a time. Refer
to the section on “Working with Multiple Displays” for details.
Main Display
The built-in screen on a laptop computer or the monitor of a desktop system is often
used for control and editing purposes, rather than video output, and appears as
Display 1 (the “main display”). Isadora automatically skips using this display for
stage assignments unless the maximum number of displays has been reached. You
can manually assign this display to stages, but doing so may obscure your computer
desktop when the stage is displayed. Remember, you can use a keyboard command
to show or hide the stages (ALT + G on Windows or ⌘G).
Virtual Stages
Virtual Stages are stages without any corresponding displays. Virtual stages work
exactly like a stage: it receives video and have a stage number, but there is no
actual video output hardware associated with it.
If a display is added to a Virtual Stage, it ceases to be a Virtual Stage and is instead
converted into a Stage. A stage is automatically converted to a Virtual Stage if all
displays are removed within it.
Isadora Manual 38
Assigning Displays with Stage Setup
To assign displays to stages, choose Output > Stage Setup… from the menu along
the top of your display. The Stage Setup window appears:
A new Isadora document contains a single stage (“Stage 1”) automatically assigned
to “Display 2”. If there is a second display connected to your computer, the
resolution is determined automatically based on the display resolution. If not, a
default HD resolution is used (1920 x 1080).
Typically, one stage is needed for each display you wish to use for video output.
Isadora Manual 39
3. Use the “Select” drop-down menu in the bottom left corner of the Stage Setup
window to specify which display you wish to use.
4. If you have a second display output connected to your computer, the description
and resolution of the display will be shown in the pop-up menu text (i.e. Screen 2
(640x480)). If not, it will just say “Display 2”.
When creating a new stage or changing an assigned display, the stage resolution is
determined automatically using the resolution of the corresponding display.
However, if display is not connected to your computer, the default resolution is
used (1920 x 1080).
You can close the Stage Setup window at any time. Your changes are automatically
saved and applied.
Stage Numbering
The order of the stage list is important! Stages are automatically numbered
sequentially, starting from “1”. Drag stages within the Stage List to change the
Stage Number.
NOTE: to drag, click and hold the mouse button until the cursor changes into a
closed hand icon ; this slight delay is used throughout Isadora to prevent
accidental drags during a show.)
Stage Preview
To see a preview of your stages:
1) From the menu, check Output > Force Stage Preview.
2) A floating window appears, allowing you to preview the stage output. You can
move this floating window to a convenient location on your main display.
While viewing the stage preview, output to your connected displays is disabled.
If a scene doesn’t have any actors rendering video (such as an active Movie Player
connected to a Projector actor), the stage output will appear as video black.
Isadora Manual 40
Tutorial 1: Playing a Movie
Creating a New File
To create a new Isadora file, choose File > New. A new Isadora document that
looks like this will appear:
Isadora Manual 41
be active at a time. (There is more about multiple scene activation in the Advanced
Topics section of the manual.)
Creating Scenes
To insert a new scene into the Scene List:
1. Click to the right of the last scene in the Scene List. If a scene is active, it will
deactivate (go from blue to gray) and a blinking cursor will appear at the spot
where you clicked. This indicates where the new scene will be inserted.
2. Choose Scenes > Insert Scene.
3. A new scene called “Untitled-1” will appear where the blinking cursor was
previously. You can see that it has been activated because the Scene Editor will
be visible.
4. You can activate different scenes by clicking on that scene in the Scene List. To
activate the first scene, simply click on it – you can try this now with the first
scene in the list. It will highlight to indicate that it is active, and the other scene
will deactivate. This will mean more when you have inserted some actors into the
two scenes.
5. To rename your Untitled Scene choose Scenes > Rename Scene and type in your
new scene name. You can find out more about cutting, copying, pasting and
deleting scenes, in the “Scene List” section of the Isadora Reference chapter of
this manual.
Importing Media
Isadora allows you to process both live and prerecorded images and sound. If you
want to use prerecorded media, you will need to import it into Isadora.
Isadora can play and manipulate five types of files: Digital Video Files, Digital
Audio Files, Pictures, Standard MIDI Files or 3D Object Files (3DS).
Isadora Manual 42
When you create a new Isadora document, it starts with five bins, one for each type
of media file that can be loaded into the window. You can make new bins using the
buttons at the top of the window.
Choose File > Import Media. A file selection dialog will appear. Find the
“dancer.mov” movie in the “Isadora Tutorials” folder. The movie will be imported
into Isadora and appear in the Media Panel as shown below.
If you like, you can select multiple items in the file selection dialog by holding
down he Shift key as you select multiple items and then click the “Open” button.
All the files you have selected will be imported into Isadora and appear in the
proper bin in the Media Panel.
Also note that you can add files by dragging them into the Media Panel from the
Finder (MacOS) or File Explorer (Windows).
Note the number to the left of the movie’s name. This number is important, as it is
how you specify which media file to play or manipulate within an actor. Under each
heading, the numbers start at one and count from there. So, if you have three
movies and three audio files in the Media Panel, the movies would be numbered
1,2, 3 and the Audio Files would be numbered 1, 2, and 3.
Isadora Manual 43
selected in the Toolbox Filter, so only video related actors will be seen in the
Toolbox.
You need to have both these modules to play a movie because the movie player
does not send the video image it produces directly to the stage. Instead, you need to
Isadora Manual 44
route its video output to one of the stages by connecting it to the Projector module.
The relationship between the Movie Player and Projector actors is the same as that
between a videotape recorder and a television: the former handles the playback of
the video tape; the latter allows you to see those images it produces. You can’t see
the images on the television unless you connect it and the videotape player.
Note that both actors have dots next their input or output property values. These are
the actor’s input and output ports. Input ports are always on the left, output ports
always on the right. You move information (video, audio, or numbers) through
Isadora by linking the output ports of one module to the input ports of another. To
be able to see the video we need to route the video data from the Movie Player to
the Projector actor.
Let’s complete our patch.
First, connect the “video out” output Movie Player actor to the “video in” input of
the Projector actor. To do this:
1. Click on dot to the right of video out output on the Movie Player actor. A
red line will appear and follow the position of your mouse as you move it.
(You don’t have to hold the mouse button down while you do this – a single
click will suffice.)
2. Move the mouse to the dot to the left of the video in port on the Projector
actor. The red line will become thicker to let you know that you are inside
the input port.
3. While the red line is thick, click to complete the link. Note how the link
between the actors is red, indicating that no data is flowing through it.
Now we need to tell the Movie Player actor which movie to play. Remember, we
imported the movie called “dancer.mov” into the Media Panel previously and it was
number “1” in the list.
1. Click in the box to the left of the movie input in the Movie Player actor. The
number will disappear, and the black box will become blue to let you know
that you can type a new value.
2. Type the number 1, and then press enter. Once you do this, you will see the
name of the movie (or at least part of it) to the right of the number “1”, e.g.,
“dancer.mov”. That is the movie we previously imported into the Media
Panel. Also, the link between the Movie Player and Projector will turn
green, indicating that data is flowing through it. Finally, note the thin yellow
line moving across the green bar along the bottom of the Movie Player
actor. This shows you which frame of the movie is playing currently.
Finally, show the stage:
• Choose Output > Show Stages. The Stage window will appear. (If your display
goes black, it is probably because you forgot to set the Stage Layout as described
previously. To hide the stage again, hit the shortcut key for Show Stages
(Command-G on MacOS, Control-G on Windows). The stage will disappear
Isadora Manual 45
and you will be able to see your document again. Go back to the section above
entitled “Setting up the Stage Layout”, follow the instructions there, and then try
this step again.)
After showing the stage, you should be able to see the movie playing inside of the
stage window. Congratulations, you’ve made your first Isadora scene.
Isadora Manual 46
Tutorial 2: Changing Actor Settings
As you can see, both the Movie Player and the Projector actors have a list of
numbers and titles along both the left and right sides of the modules. The values
along the left side are input properties – they determine what the actor does when its
scene is activated or allow data to flow into the actor. The actor outputs information
through the output properties along its right side.
There are two basic ways to change the setting of a property: either with the
keyboard or the mouse. Let’s start by changing some input property values in the
Movie Player using the keyboard.
Close any currently open Isadora documents. Then choose File > Open and locate
the file called “Tutorial 2” in the “Isadora Tutorials” folder.
On your system, it may be that Isadora won’t automatically find the one media file
in the document. If so, a file selection dialog will appear that looks like this:
The dialog shows you the name of the media file it is trying to locate in the title of
the dialog box, as well in the text just below the file selector area of the window.
To help Isadora locate the file, select the movie “dancer.mov” in the “Isadora
Tutorials” folder and double-click it.
Make sure that the stage is visible. If it is not, choose Output > Show Stages to
show the stage. You should see a movie of the dancer from Tutorial 1.
Then, in the Movie Player actor, click inside the box to the left of the words play
length (the property’s title). The box will turn blue and the number will disappear to
indicate that Isadora is waiting for you to type a value.
Type the number “5” and press enter.
Look at the video output on the stage window. You will see the dancer “jitter”
because we are now looping over a small portion of the movie. The bar at the
bottom of the Movie Player gives a graphic representation of the new setting: the
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light green area is now a short portion at the left, while the rest of the bar is dark
green. The light green portion indicates what part of the movie is playing. In this
case, we are playing the first 5% of the movie. Watch the yellow playback indicator
– when it reaches the end of the light green area, it jumps back to the start of the
movie, showing how the movie loops.
Now, click on the play start property value (the black box.)
Type “50” and press enter.
The Movie Player is still playing 5% of the movie, but instead of starting at the
beginning, it is starting halfway through the movie, i.e. it starts playing at 50%, and
when it gets to 55%, it jumps back to 50%, etc. Look at the bar at the bottom for a
graphic indication of the portion of the movie that is playing.
You can also change values using the mouse. Currently the speed property value is
set to “1” which means, play forward at normal speed.
To adjust this property using the mouse, click the speed property value (the black
box to the left of the property title) and, while holding the mouse button down, drag
slowly towards the bottom of the display. You will see the value get lower as you
do.
Continue dragging down until the speed says “0.5” and then release the mouse
button.
The movie is now playing in slow motion, specifically, at 1/2 of its normal rate.
You can also make the movie play backwards:
Again, click in the speed property value and, while holding the mouse button down,
drag slowly towards the bottom of the display until the value reads “-1.0”. Release
the mouse button. The movie is now playing at “normal” speed, but backwards
instead of forwards.
Finally, you can make the movie play at twice its normal rate:
Using the mouse, click in the speed property value and drag up until the value reads
“2”. Release the mouse button.
Another interesting property in the Movie Player is position. Do the following:
Change play start back to 0
Change play length to 25
Change the speed to 0.0
Using the mouse to change the value, click in the position property value and drag
the mouse up and down. As you move the mouse you will “scrub” the movie back
and forth. It is a bit like a DJ scratching a record, but instead you are scratching
video with the mouse movements.
In this last example, each time you change the position property to a new value, the
movie jumps to the specified position within its play duration. The movie doesn’t
continue playing because its speed is set to 0 (i.e. still.)
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You can also try editing the other movie properties: try setting the loop enable
property “off” to cause the movie to play only once without looping. Or, import a
movie with a sound track and or change the volume property to change its playback
volume.
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Tutorial 3: Interactive Control
In the previous tutorial, we used the Movie Player and Projector actors to play a
movie on the stage, and you used the mouse and the keyboard to change how the
movie played. In this tutorial, we will build on this setup to allow you to
interactively control movie playback with the mouse.
Close any currently open Isadora documents. Then choose File > Open and locate
the file called “Tutorial 3” in the “Isadora Tutorials” folder, located in the same
folder as your Isadora application.
Click “Mouse & Keyboard” in the Toolbox Filter to show that group of actors.
Drag the Mouse Watcher into the Scene Editor. After depositing it there, look at the
horz pos. and vert pos. output property values. These outputs tell you the horizontal
and vertical position of the mouse as a percentage of the total display size. Move
the mouse all the way to the top/left corner of the display: the outputs will both read
0. Now move the mouse across the top of the display. You’ll see the horz pos. value
gradually increase until it reads 100.Then move the mouse down along the right
side of the display. The vert pos. will gradually increase until it reads 100.
Set the play length property to 5 by clicking on it and typing from the computer
keyboard. Then, link the Mouse watcher’s horz pos. output port to the Movie
Player’s play start input port. You can see how the horizontal mouse movements
scrub through the movie as it’s playing. Then connect vert pos. to the play length
input port on the Movie Player. You’ll remember from the previous tutorial that the
Movie Player’s play start and play length values are also expressed as a percentage,
from 0 to 100 of the movie’s total duration. Your patch should look like this:
Show the stage and experiment by moving the mouse around on the screen. Try
moving the mouse so that it is all the way to the left of the screen, and nearly all the
way to the top. Look at the stage: The Movie Player actor should be looping on a
small portion of the movie. Now gradually move the mouse across the screen to the
right. The portion of the movie that is looping will change as you move. Look also
at the indicator at the bottom of the movie player window to see how it changes as
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you move the mouse. It will give you a clear visual indication of what part of the
movie you are playing.
This model of taking input from the outside world and linking it to an actor’s input
properties is the one on which all interactive programming in Isadora is based. Just
remember that instead of the mouse position, it could be the computer keyboard,
MIDI, or remote Network connection controlling the previously demonstrated
variations of the play back of the movie. We’ll illustrate these possibilities in later
tutorials, but for now, try a couple of other interactive setups:
Disconnect the links between the Mouse Watcher and Movie Player. You do this by
clicking on the link to select it (the link changes to a brighter color to indicate that it
is selected) and then choosing Edit > Clear or pressing the delete or backspace key.
Note that you can select more than one link by shift clicking.
Set the Movie Player’s speed to 0. Set play start to 0, and play length to 100. Then
connect the Mouse watcher’s horz pos. to the Movie Player actor’s position input.
Move the mouse left and right to “scratch” the movie like a DJ would scratch a
record.
Now connect the vert pos. to the Projector actor’s zoom input. You will be able to
scratch the video by moving horizontally, and zoom the video by moving vertically.
Disconnect all the links except the one connecting the video out from the Movie
Player to the video in on the Projector. Set the zoom input on the Projector to 100.
Set the Movie Player actor’s speed to “1” again. Set the Projector actor’s width and
height properties to 50. Then connect the horizontal and vertical mouse positions to
the Projector actor’s top and left properties. Move the mouse around to squeeze and
stretch the video image on the stage.
You can also use the computer’s keyboard to manipulate actors.
Disconnect all the links except the one connecting the video out from the Movie
Player to the video in on the Projector. Set the Movie Player actor’s speed to “1”
again. Set the Projector actor’s width and height properties back to 100.
With the Mouse & Keyboard group selected in the Toolbox Filter, click on the
Key Table actor and drag it into the Scene Editor.
Click on the num. keys property value, type the number 4, and press enter. The
actor will “grow” taller as three more inputs are added.
Click on the key 1 property value, type ‘a’ (i.e. single-quote, the letter a, and
another single-quote). Then, press the Tab key to move to the key 2 property value
and type ‘s’. Repeat this process for key 3 and key 4, entering ‘d’ and ‘f’
respectively and finish by pressing enter.
Now connect the key num. output to the Movie Player’s position input.
Try pressing the a, s, d, and f keys on your computer keyboard. (Make sure the
Caps Lock key is off!) Each time you do, the value at the key num. output will
change to indicate which of the four keys you pressed, 1 through 4. This causes the
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movie to jump between 0%, 33%, 66%, and 100% its total play length. (How does 1
to 4 become 0 to 100? The output value of the Key Table actor is automatically
being scaled to match the range of the Movie Player’s position input, which can
vary between 0 and 100. More on how Isadora automatically scales values in a later
tutorial.)
The key thing here is to see that all Isadora parameters can be manipulated in real
time by sensors (yes, the mouse and keyboard are sensors!) in the real world.
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Tutorial 4: Live Video Input
Isadora can just as easily process video from a live input as prerecorded that from a
source. This tutorial shows you how to use live video with Isadora.
Your computer must have capture hardware that allows Isadora to “see” the
incoming video. For many years, the FireWire input was the most ubiquitous way to
input video. However, FireWire ports are no longer provided on many current-
generation Mac and PC computers, and have been replaced with USB 3.0, and/ or
Thunderbolt ports. Today, USB offers similar ubiquitous functionality, and
webcams such as the Logitech C920 are a popular and inexpensive option portable
live cameras. Blackmagic Design, AverMedia, AJA Video, and others manufacture
capture devices which can capture live video from professional video camcorders,
DSLR cameras, and other high-definition video sources.
When using capture cards or other external video capture hardware, the installation
procedure varies from vendor to vendor. Follow their instructions to install the
video input hardware on your system.
External capture devices such as the Blackmagic Intensity connect via USB 3.0 or
Thunderbolt, and capture video from a camera through SDI, HDMI, or even an
analog source.
Bear in mind that not all pieces of hardware have the same input capabilities. It is
important to thoroughly research the capture devices you plan on using, particularly
if you wish to work with professional camcorders.
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Ensure that the Channel Select popup menu shows “1”, and that the “Enable”
checkbox is checked.
Click the “Scan for Devices” button. (If you connect your video device after you
start Isadora, it may not be recognized until you click this button.)
Under the heading Video Input, select your capture device/camera from the popup
menu labeled Device. (If your device is not in the menu, then the device is properly
not connected to your computer properly. Check the connections and power, and
click the Scan for Devices” again.)
After selecting your device, click the “Start Live Capture” button. After doing this,
a thumbnail preview of the live video stream should appear above the box labeled
“Channel 1”.
If you don’t see live video in the Channel 1 box, it probably means that the camera
is not connected or installed properly. Ensure that the cable between to your camera
and the capture device is securely attached, and that any drivers needed to operate
your capture device are installed. Then try these steps again.
If you see the video thumbnail, you’ve verified you have live input coming into
Isadora!
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Now, create a new Isadora file (or add a new scene to an existing one). Drag the
Video In Watcher and Projector actors into the Scene Editor. Then connect the
video out output of the Video In Watcher to the video in input of the Projector actor.
Your patch should look something like this:
•
The link between the modules should be green, indicating that video is flowing
from one to the other. Now, choose Output > Show Stages to show the stage
window. You should see the video from your camera or other video source on the
stage.
In subsequent tutorials, we will use a movie as a video source because it is
something that every Isadora user will be able to try. Just remember that “video is
video is video” in Isadora regardless of its source – you can try using live input
instead of prerecorded video in any tutorials where it seems appropriate or
interesting.
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Tutorial 5: Real Time Video Processing
Isadora offers many video processing actors that can manipulate a video image in
real time. These can be found in the Toolbox if you choose “All Video” in the
Toolbox Filter.
While the function of the video processing actors varies, the basic concept is the
same: video comes into the actor, it manipulates the video image based on
parameters that you set, and sends the result to its video output. Most video
processing actors have just one video input, though some may have two or even
three video sources. We’ll focus on the single source actors in this tutorial.
We’ll start with a simple setup that should illustrate the basic concept.
As you did in Tutorial 1, insert the Movie Player and Projector actors into the Scene
Editor window, and import the “dancer.mov” file in the “Isadora Tutorials” folder
(located in the same folder as your Isadora application) into the Media Panel.
Now, click on the Colorizer actor in the Toolbox and drag it into the Scene Editor.
Link the video out port of the Movie Player actor to video in port of the Colorizer
actor. Then, connect the video out of the Colorizer actor to the video in of the
Projector actor:
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Let’s try another actor.
Select the Colorizer actor by clicking on it, and then delete it by choosing Edit >
Clear or by pressing the delete or backspace keys.
Notice how the link is automatically “healed” by Isadora. When you delete an actor
in the middle of a series of video processing actors, the link between the remaining
actors is maintained.
Now, click on the Dots actor in the Toolbox and drag it out to the Scene Editor.
You can “drop in” the Dots actor over top of the existing horizontal link connecting
the Movie Player and the Projector, and Isadora will automatically connect its video
inputs and outputs as it was previously with the Colorizer actor.
The video image will look something like a picture printed in a newspaper – a series
of dots that vary in size to represent the brightness of the image.
Try experimenting with the dot size input property. Larger values produce larger
dots. Once you get to 25% or so, the image becomes very abstract.
You can also change the mode property from “circle” to “square”. The latter
produces squares of varying sizes instead of circles.
There are several more actors that manipulate video. One quick way of seeing what
the video processing actors can do is to open the “Isadora Examples.izz” file
located in the “Isadora Examples” folder that was installed with your copy of
Isadora. But, the best thing to do if you really want to understand these modules to
create simple patches of your own. Don’t forget that all the input property values
can be manipulated in real time – connect the Mouse Watcher’s outputs to some of
your filter’s inputs and experiment.
Below is a brief description of the single input video processing actors included
with the Isadora, along with a description of what they do so that you can get
started.
Colorizer – Individual manipulation of the intensity of the red, green, and blue
components of the source video image.
Desaturate – Allows you to incrementally remove the color information from the
source video.
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Difference – Compares the brightness of the current frame of video with the
previous frame. The greater the difference in brightness between the two frames is,
the brighter the resulting video. Can produce lovely, ghosting effects.
Dither – Allows you to make grainier in various ways.
Dots – Manipulates the incoming video so that it resembles a photograph printed in
a newspaper. The dots vary in size to represent the brightness of the source image.
You can vary the size of the dots from quite small to huge.
Flip – Allows you to flip the video image horizontally, vertically, or both.
Freeze – Allows you to freeze the incoming video stream.
Gaussian Blur – Blurs the incoming video stream. Be cautious with the size
parameter – values above 8 can cause Isadora to run very slowly, sometimes to the
point where you might think that it has crashed.
HSL Adjust – Adjusts the hue, saturation, and/or luminance (brightness) of the
video image.
MultiVid – Produces numerous copies of the source video – you can select the
number of copies across and down independently.
Panner– Allows you to pan up and down or left and right within the source vide
stream. It does this by defining an area that is a subset of the source video, and then
moving that area around. The actor gives visual feedback of what portion of the
source video you are seeing.
Shimmer – Produces dust like trails of pixels on moving imagery.
Slit Scan – Copies a single line from the source image and scrolls that out, either
horizontally or vertically. Named after the technique invented by Douglas Trumbull
for the final sequence of 2001: A Space Odyssey. Works best with slowing moving
source imagery.
Spinner – Allows you to rotate and zoom the source image.
The Edge – Edge detection algorithm makes a highly digital look on high-contrast
video imagery.
Video Delay – Delays the incoming video image by passing it through several
buffers, bucket-brigade style. Useful in several scenarios, but you can start by trying
to mix the original and delayed video using the Video Mixer.
Video Fader – Allows you to fade between the source video image and a solid
color background.
Video Inverter – The default behavior of this actor is to invert the video image, so
that it looks like a photographic negative. For wilder results, change the “invert
color” by using the color picker that appears when you click its ‘color’ input’s value
box (which shows as a little block of color.)
Warp – As each frame of video comes in, this actor copies one line to the
destination, moving down one line each time. Works best with a stationary
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background and a slowly moving object in the foreground. (Try pointing a camera
at your face and moving it slowly.)
Zoomer – Allows you to zoom in or out on the source video stream, with the
additional capability of dimming the image as it passes through the filter. This can
be especially useful with the Luminance Key (more on that actor later) to create
beautiful feedback effects.
The most important thing that you can do is to experiment wildly. Our experience
with any software is that the most interesting things occur when you attempt to
misuse it. We encourage you to do the same with Isadora.
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Tutorial 6: Sound
Isadora allows you to play and manipulate digital audio files, though in a somewhat
more limited fashion than video. You can play sound from a movie file, or from a
digital audio file (.aiff, .wav, or .mp3)
Let’s start by importing some media.
Create a new Isadora document. Choose File > Import Media. From the “Isadora
Tutorials” folder import the files called “voice1.aif”, “chords.aif” and
“thunder.mov”. Note that the first two are digital audio files in the AIFF format,
while the second is a movie that has audio only - no video. (You can identify a
“sound-only” movie in the Media Panel because a speaker icon will replace what
would normally be a thumbnail image.)
First, we’ll work with the movie audio.
Click “Video Sources” in the Toolbox Filter. Drag the Movie Player actor into the
Scene Editor.
Set the movie input property to 1 so that the Movie Player will play the
“thunder.mov” you imported above. You should immediately hear the sound begin
to play. Note that you don’t have to connect the Video Player to any other modules
to hear the sound play. Unlike video, sound within a movie is sent directly to your
computer’s sound output and doesn’t need a Projector actor for you to hear it.
Click “Mouse & Keyboard” in the Toolbox Filter and drag the Mouse Watcher
actor from the Toolbox into the Scene Editor. Connect the horz pos. and vert pos.
to the pan and volume inputs of the Movie Player actor. After doing so, move the
mouse around on the screen. When the mouse is towards the top, the sound is soft,
towards the bottom it is louder. Moving the mouse left and right will pan the sound
to the left and right audio outputs on your computer. (You will only be able to hear
the sound panning left and right if you have stereo speakers built-in or otherwise
attached to your computer’s audio output. Try some headphones if you’d really like
to hear the effect.)
You can also change the play start and play length parameters to play a portion of
the sound. Set the play start to 10 and the play length to 5. You will hear a short
loop of the sound. In fact, all the movie player properties will work in the same way
as when playing a movie file.
Turn off the Movie Player for now by setting is visible property to off.
Now, let’s try the playing the AIFF file.
Click “Audio” in the Toolbox Filter to display the actors in the Audio Group. Drag
the Sound Player actor into the Scene Editor and set its sound input property to play
the “voice1.aif” file – the number will be 1 or 2, depending on which number was
given to the file when you imported it. Look in the Media Panel to be sure.
The sound does not immediately start playing like the Movie Player. That’s because
you need to trigger its restart input for it to begin playing. Do that now by clicking
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in the restart input’s value box with the mouse. (Note that this is a trigger input,
indicated by the dash. You can’t edit the value, but you can send a trigger when you
click in the value edit box.) You should hear a solo voice singing a short phrase.
Like the Movie Player actor, the Sound Player has a progress bar along the bottom
that shows you how much of the sound is playing, and a yellow indicator line
showing the part of the sound playing now.
We can make a simple sampler by adding a watcher to look for keys to be pressed
on the computer keyboard. Click “Mouse & Keyboard” the Toolbox Filter. Drag the
Keyboard Watcher actor into the Scene Editor. This actor allows you to trigger
other actors when a key on the computer keyboard is pressed.
Click on the key range input value and type single-quote, the letter a, and then
another single quote, and press enter. The key range value box should read ‘a’. This
causes the Key Watcher to look only for the key ‘a’. (Note that it will not see ‘A’,
or a capital a – just a small letter a.) Each time you press ‘a’ on your computer
keyboard, the Keyboard Watcher sends the letter ‘a’ out of the key output.
Connecting the key output to the restart input of the Sound Player so that you can
trigger the sound each time you press ‘a’.
So now, press the letter “a” on your computer keyboard. Make sure your Caps Lock
key is off so you’re not typing a capital “A”. When you type the letter, you should
hear the sound begin to play. If you press the letter “a” again, the sound will start
playing from the beginning. If you don’t press ‘a’ again, the sound will play to the
end and stop.
Note that the sound stops playing when it gets to the end. This is because the loop
enable property is turned off. If you change the loop enable property to “on” and
press the letter “a” again, the sound will play continuously.
So, what’s the difference between the Sound Player and Movie Player? The most
important distinction is that Movie Player plays its sounds from your hard drive,
while Sound Player loads all the sound data into your computer’s RAM (Random
Access Memory – much faster than your disk) when you tell it to play. This means
that Sound Player can make seamless loops, start up instantly, and in general be
more responsive than Movie Player when manipulating the play start and play
length properties. The downside is that long sound files can consume much of your
available RAM. (high quality stereo audio takes up about 10 megabytes per
minute.)
Generally, if you are going to play a music track that is several minutes long, and
you don’t need to manipulate anything besides the volume and pan, you should
convert your sound to a movie file. If, however, you want to instantly trigger short
samples, or you need to manipulate those sounds using the play start/play lengths
settings, or other settings available only within the Sound Player, then you should
import your sounds as .aiff or .wav files.
The properties that the Sound Player shares with the Movie Player, namely speed,
volume, pan, play start, play length, and loop enable, work in the same way for both
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actors. Sound Player includes two other properties that we will explore presently:
play channel and crossfade.
To try out the crossfade property, do the following: in the Sound Player actor, turn
loop enable on, set play length to 5. Then connect the Mouse Watcher’s horz pos.
output to the Sound Player’s play start input. Press the letter ‘a’ on your keyboard
to start the sound. Now, as you move the mouse left and right, the portion of the
sound that will play moves through the sound file.
If you leave the mouse still and listen to the sound, you’ll notice that you often will
get a noticeable click when you reach the end of the play segment and Sound Player
starts playing from the beginning again. Now set the crossfade property to 5000.
This value is specified in samples, so 5000 is about 1/10 of a second for CD quality
sound sampled at 44100 samples per second. The click should either be gone or
much less noticeable. The higher the number, the longer the crossfade.
To begin our final experiment with Sound Channels, set the loop enable property of
the Sound Player to off so that the sound stops playing. Then disconnect the Mouse
Watcher, and restore the play start/play length values to 0 and 100 respectively.
Then:
Highlight both the Keyboard Watcher and Sound Player by shift clicking on them.
The choose Edit > Copy and finally Edit > Paste. Drag the copied actors so that
they don’t overlap the originals.
Working now with the copied actors, set the sound input property of the Sound
Player so that it will play “chords.aif”. Then, change the key range input property to
‘b’.
Press the letters ‘a’ and then ‘b’ on your computer keyboard. Each time you do, ‘a’
should trigger the first Sound Player, and ‘b’ should trigger the second. Again, this
is a bit like a mini-sampler in that you can trigger short portions of each sound.
Now, press the letter ‘a’, and before the first sound is done playing, press the letter
‘b’. Note that the first sound stops playing, and the second one starts.
Why does one sound interrupt the other? It’s because both sounds are set to play on
the same Sound Channel. Look at the Play Channel input of the two Sound Player
actors – both are set to 1. Because a Sound Channel can play only one sound at a
time, when a second one starts to play, it interrupts the first. You can, however, get
both sounds to play by setting them to different sound channels.
Set the play channel of the second Sound Player to 2. Repeat the experiment above,
pressing the letter ‘a’ followed quickly by letter ‘b’. Now you will hear both sounds
playing at the same time.
Being able to interrupt a sound that is currently playing and being able to play two
sounds simultaneously are both useful, depending on what you are trying to do. Just
know that if you have a sound that is cutting out unexpectedly, it’s probably
because you are playing two sounds on the same Sound Channel.
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Tutorial 7: Using Scenes
Scenes are a powerful feature of Isadora. They allow you to create several
complicated setups and instantly switch between them, either by manually clicking
on the scenes or by using triggers from the outside world. This is useful when you
are creating pieces with multiple sections that have different interactive setups. In
this tutorial, we will illustrate several methods of working with Scenes.
Close any currently open Isadora documents. Then choose File > Open and locate
the file called “Tutorial 7” in the “Isadora Tutorials” folder, located in the same
folder as your Isadora application.
Choose Output > Show Stages so that the stage is visible.
In the Scene List, you will see three scenes, label “one”, “two” and “three”. None of
them are active because the default behavior is to start with all scenes deactivated
when opening a file. Activate the scene labeled “one” by clicking on it.
After you activate the first scene, you will see its actors appear in the Scene Editor.
You should also see a movie being played in the Stage window.
Press the space bar. You will see that scene “one” is deactivated, and scene “two”
becomes active, and that the movie appearing in the Stage window changes.
Press the space bar again. Now scene “two” is deactivated and scene “three” is
activated. Again, the movie shown in the Stage changes.
Press the space bar one final time. Scene “three” is deactivated and scene “one”
becomes active again.
How does this work? Look at the actors in scene “one”. You will see a Movie
Player connected to a Projector Actor. Below that, you will see a Keyboard Watcher
and a new actor we have not yet used called Jump.
The Jump actor has three input properties. The mode works in tandem with the
jump to input to determine which Scene will be activated when the jump is
triggered. When a value arrives at the trigger input, the current scene is deactivated
and the scene specified by the mode and jump to properties is activated.
If mode is set to relative and the jump to property is set to “+1”, then the Jump actor
will activate the next scene when triggered. If jump to is set to “-1”, then Jump will
activate the previous scene. “+2” would advance two scenes; “-2” would go back
two scenes, etc. Relative jumps are useful when you want to be able to cut and paste
a group of scenes that work together, and have their jumps still work properly.
If mode is set to “absolute”, then the jump to property gives the number of the
scene to jump to, where the first scene in the Isadora document would be “1”, the
second scene would be “2”, etc. These jumps are generally less useful because
cutting and pasting scenes would cause the absolute jumps to activate the wrong
scene. However, there are situations that are useful, for instance, when you always
want to jump to the first scene in the document.
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As mentioned above, it is possible to cut, copy and paste, and rename scenes. Here
are some quick examples of how to do this.
Select scene “two” by clicking on it, and then choose Edit > Cut. Scene “two” will
disappear from the scene list, and you will be left with a blinking insertion point
between scenes “one” and “three”. Note that no scene is currently active, as both
“one” and “three” are not highlighted (i.e. gray).
Click the mouse to the left of scene “one”. The insertion point will be now be
blinking to the left of scene “one”.
Choose Edit > Paste. Scene “two” will appear where the insertion point was
previously, and the other two scenes will move to the right.
Click the mouse in between scenes “two” and “one”. Choose Edit > Paste again.
You will now have another copy of scene “two”.
With the copy of scene “two” still selected, choose Scenes > Rename Scene. The
name “two” will turn into a text edit box. Type “four” into this scene and press
enter.
Activate scene “two” (the first scene) by clicking on it. Now press the space bar
three times. Each time you do, the next scene in the list will be activated, ending up
with scene “three”. Press the space bar again. Note that scene “four” becomes
active, because scene “three” jumps backwards two scenes. Using only the space
bar, you wouldn’t be able to get back to the first scene, which is called “two”. The
only way to get there would be to click on it with the mouse.
You can select a group of scenes by clicking on the first one in the group, and then
shift clicking on the last one in the group. Let’s fix the order of our scenes (so they
go from “one” to “four”) and so that we can go through all of them using only the
space bar.
Click on scene “three”. Choose Edit > Cut. Click in between scenes “two” and
“four” to show the insertion point there. Choose Edit > Paste.
Now, click on scene “two”. Then, shift-click on scene “four”. This will select
scenes “two” through “four”. Chose Edit > Cut.
Click to the right of the only remaining scene, labeled “one”. The blinking cursor
will be to the right of scene “one”. Choose Edit > Paste. Our scenes are now in
order. Now we must fix the Jump actors.
Click on scene “three”. Click in the value box for the Jump actor’s jump to
property, type the number 1, and press enter. Now scene “three” will jump to scene
four when you press the space bar.
Finally, click on scene “four”. Set the Jump actor’s jump to property to –3. This
will jump backwards three scenes, which means we’ll end up at scene “one”.
Now, press the space bar repeatedly. You’ll see that you are now able to loop
through all the scenes.
Isadora Manual 64
Remember, we’re using the Keyboard Watcher as an easy way to illustrate how
input from the outside world can be used to move from scene to scene. If you are
interested in trying out an example that uses MIDI Note On messages to move from
scene to scene, try the tutorial file “Tutorial 7 (Midi)”. If you’d like to try out this
file, quit Isadora, make that your MIDI Drivers are installed and that your MIDI
interface is plugged in. Then start Isadora again and load “Tutorial 7 (Midi)”. Set up
your MIDI Input Ports by choosing Communications > Midi Setup. (See the
tutorial on MIDI for more help.) If you connect a MIDI keyboard to your MIDI
interface and press keys on the keyboard, the Note On messages will do what the
space bar did in the example above.
As a final example, we’ll set up a document that automatically moves from one
scene to another, without any user or performer intervention, as this is often useful
for self-running museum installations.
Close any currently open Isadora documents by repeatedly choosing File > Close.
Then choose File > New. As usual, you begin with one scene called “Untitled.”
Click “Control” in the Toolbox Filter. Drag a Jump actor into the Scene Editor from
the Toolbox.
Choose the “Generator Group” by clicking on the number 4. Drag the actor called
Pulse Generator into the Scene Editor. This actor will send a trigger at a regular
interval. It has four input properties and one output property. The freq input allows
you to set the frequency of the pulses in pulses per second; the run property allows
you to allow the pulse generator to pause by setting its value to off; the reset input
allows you to start the timing cycle over again. We’ll only be modifying the freq
input here, which you should set to 0.1 Hz. This means that the trigger output will
pulse once every ten seconds.
Connect the trigger output of the Pulse Generator to the trigger input of the Jump
operator. At this point, even if the Pulse Generator sends a trigger, nothing will
happen because there is only one scene.
Select the Pulse Generator and Jump actors, and choose Edit > Copy. In the Scene
List, click to the right of the one existing scene, and then choose Scenes > Insert
Scene. Click on the Scene Editor to activate it, and then choose Edit > Paste to
paste the two actors into the scene.
Finally, change the jump to property of the Jump Actor to –1 and then wait. Then
next time the Pulse Generator sends a trigger, you will jump to the first scene. If
you then wait another ten seconds, you will jump to the second scene. This loop
will continue indefinitely.
Of course, we didn’t put any actors in these scenes that show movies or otherwise
manipulate media. But the principal of how to automate the jump process would be
the same regardless of the contents of the Scenes.
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Tutorial 8: Fine Tuning Links and Actors
This chapter is vaguely mathematical because of the subject matter. Nevertheless,
for those who dislike things mathematical, I strongly encourage you to take the time
to understand this tutorial because understanding how property values work
together that you can get the most out of Isadora.
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Understanding Value Scaling
When connecting two numeric properties whose ranges of values are the same, you
don’t need to think too much about what happens to the values as they pass through
the link: when a value is sent out of the output, that same value appears at the input
to which it is connected. Even when both properties don’t vary between 0 and 100,
Isadora behaves in a consistent way by scaling the range of output values to match
the range of inputs values. For example, when an output that varies between 0 and
127 (e.g., a MIDI value) is connected to an input that varies between 0 and 100,
Isadora will scale the values proportionally so that as the output goes from 0 to 127,
the input will go from 0 to 100.
Isadora’s default behavior works great when you want an input property to vary
over its entire range. But what if you want a finer degree of control over an effect,
so that a value will vary between 20 and 40 instead of 0 to 100? Or if you need an
input value to go down when the output value driving it goes up? This tutorial
shows you how to accomplish this.
Close any currently open Isadora documents. Then choose File > Open and locate
the file called “Tutorial 8” in the “Isadora Tutorials” folder, located in the same
folder as your Isadora application.
This document has three scenes. Click on the Scene called “Tutorial 8”. In it you
will find a Sound Player actor, and a Mouse Watcher with its horz pos. output
connected to the speed input of the Sound Player. Note that the sound started
playing as sound as you clicked on the Scene, even though a Sound Player normally
doesn’t start playing unless you trigger its restart input. In this scene, we added an
“Enter Scene Trigger” actor to start the sound. The Enter Scene Trigger sends a
trigger whenever the Scene it is in is activated. Thus, activating the Scene starts the
sound automatically.
Now, move the mouse left and right. You will hear the sound go from a low pitch to
a very high pitch, as its playback speed varies from 0 to 10 times normal speed.
Note that Isadora is already scaling the values: as the Mouse Watcher’s horz pos.
varies between 0 and 100, the Sound Player’s speed input ranges between 0 and 10.
This is Isadora’s default behavior when you link an input to an output, namely,
scale the output value to match the input value.
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This sound, the recording of the singer we used in Tutorial 6, seems a bit comical
when playing at 10 times normal speed. Let’s limit the range of speed so that it goes
from 0.5 to 1.
Click on the word speed in the Sound Player. An inspector window appears:
At the top is the name of the input or output along with the absolute minimum and
maximum values allowed for this property. Below are four value edit boxes: Ctl
Link, Init, Scale Min. and Scale Max.
By changing Scale Min and Scale Max, you can change the minimum and
maximum values of the input, and thus change the way Isadora scales the values.
Note that these fields work like any value edit box: you can use the mouse to scroll
up or down through the values, or click in the box, type a new value and press
enter.
Click in the value edit box next to “Scale Min.”, type 0.5, and press enter. Now
enter 1.0 into the Scale Max. value edit box.
Move the mouse left and right again. You see (and hear) that, as the horz pos.
output of the Mouse Watcher varies between 0 and 100, the speed of the sound will
go between 0.5 and 1.0.
It is important to know that Scale Min. doesn’t have to be less than Scale Max. In
fact, you can “invert” the scaling by setting the number in Scale Min to a higher
value than Scale Max. Try this:
Again, click on the word speed in the Sound Player. Now enter 1.0 in the Scale Min
value edit box, and 0.5 into Scale Max.
Move the mouse from the left side of the screen to the right. Now, the playback
speed of the sound goes from 1.0 to 0.5 as you move from left to right. You’ve
inverted the behavior of the mouse movement.
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Let’s create an example that illustrates why this feature is important.
Click on the Scene called “Initializing” in the Isadora file “Tutorial 8” you opened
above. Inside is an Envelope Generator that will ramp from 0 to 100 over a period
of two seconds. Its output is connected to the volume input of a Sound Player. There
is also a Keyboard Watcher looking for the space bar – it will trigger a Jump actor
to take us to the next Scene. Note that, though the sound is playing, the current
volume of the Sound Player is 0 so you hear nothing.
Now, click in the value edit box next to the trigger input property of the Envelope
Generator. You will see the ramp run from 0 to 100. The volume of the Sound
Player is now 100.
Hit the space bar. You will be in the Scene called “Init Part II”. This scene looks for
the space bar to take you back to the previous scene. Hit the space bar again.
We return to the Scene called “Initializing”, but unlike last time, we can hear the
sound playing because the value of the volume was 100 when we left the Scene.
Remember, when you leave a Scene, every Isadora value is remembered so that
when you return to the Scene, things will function exactly as they did when you left.
But what if you wanted to make sure that, upon returning to this scene, the sound
always started off with a volume of 0 so that it would be silent until you clicked the
Envelope Generator’s trigger input. That’s where the “Init” value comes in.
Click on the word volume in the Sound Player. The inspector for that property will
appear. Click the checkbox next to “Init” to check it. Enter the value 0 into the
value edit box next to the word Init.
Again, click the trigger input of the Envelope Generator and then hit the space bar
to go to “Init Part II”. Then hit the space bar again to return to “Initializing”. You
won’t be able to hear the sound, as its volume has been initialized to 0.
Now click the trigger input of the Envelope Generator. The sound will fade in, its
volume going from 0 to 100.
Fully understanding how to scale and initialize values as they pass from one actor to
another is the key to getting exactly what you want out of Isadora. Try more
experiments with this feature in your patches to familiarize yourself with this
important feature.
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Tutorial 9: More Real Time Video
Processing
In the previous chapter on real time video processing, we only looked at the Video
Processing actors that have one video input and one video output. There are a
handful of actors that take two or three video inputs. We’ll look at several of them
in this tutorial.
Video Mixer
Close any currently open Isadora documents. Then choose File > Open and locate
the file called “Tutorial 9” in the “Isadora Tutorials” folder, located in the same
folder as your Isadora application.
Activate the Scene called “Crossfade” by clicking on it. In it you will find two
Movie Player actors, a Projector actor, and an actor we haven’t seen yet called
Video Mixer. A Mouse Watcher is connected to the mix
Choose Output > Show Stages. Note that you won’t see anything yet, as the input
to Projector hasn’t been linked to anything yet.
Move the up and down. As you do, the image on the Stage crossfades from one
video to the other.
The Video Mixer actor fades between two video sources. When its mix amount
property is 0, you see only the video stream arriving at its video in 1 input. As the
value increases, you see more and more of video in 2 until you reach 100, when the
video from that input is all that you see.
Luminance Key
Activate the Scene called “Luminance” by clicking on it. In it you will find two
Movie Player actors, a Projector actor, and an actor we haven’t seen yet called
Luminance Key.
So that you know what imagery you are dealing with, link the video out of the top
Movie Player to the video in of the Projector. You should see a dancer moving on a
black background. Choose Edit > Undo to undo the link. Do the same with the
video out of the bottom Movie Player. You should see some bubbles floating on a
blue background. Again, choose Edit > Undo to remove the link.
Now, connect the video out of the Luminance Key to the video in of the Projector.
What you will see on the Stage is the dancer superimposed on the bubbles.
What the Luminance Key actor does is combine two images. You specify a range of
brightness in its key top and key bottom properties. Where the foreground video
stream is within this range of brightness, you see the foreground. Where it is outside
this range, you see the background.
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Currently the key top is set to 100% and the key bottom to 5%. (100 means as
bright as possible, 0 means black.) The dancer’s body is very bright so it falls
within the 100 to 5 range and you see the foreground, i.e. her dancing. But the black
background is outside of the range 100 to 5, so the bubbles show through on that
part of the image.
Change the key top value to 5 and the key bottom value to 0.
Now you see a silhouette of the dancer, showing the bubbles inside of that outline.
We’ve reversed the operation: we see the foreground image where that image is
dark and the background image where it is bright.
You can experiment further by connecting the Mouse Watcher’s horz pos. and vert
pos. to the key top and key bottom properties and moving the mouse around the
screen. Note that as you move the mouse around, the graphic in the center of the
Luminance Key actor will give feedback regarding the range of brightness currently
specified by the key top and key bottom properties.
Displace
Activate the Scene called “Displace” by clicking on it. This time you will find a
Movie Player, a Picture Player, a Projector, and yet another actor we haven’t seen
called Displace.
So that you know what imagery you are dealing with, link the video out of the
Movie Player to the video in of the Projector. You should see a dancer moving on a
black background. Choose Edit > Undo to undo the link. Do the same with the
video out of the Picture Player. You should see some bubbles floating on a blue
background. Again, choose Edit > Undo to remove the link. Now, connect the
video out of Displace to the video in of the Projector.
You should see the dancer on the black background. Now, use the mouse to adjust
the displace amt property in the Displace actor. As you increase its value, the
dancer’s image will become more and more distorted.
Displace uses the brightness of the video stream at its displace input to shift the
pixels of the video stream arriving at its source input. Where the displace video is
50% gray, the source video’s pixels aren’t moved at all; where it is dark, pixels are
shifted to the left; where it is light, pixels are shifted to the right. How far the pixels
are moved depends on the amount setting.
The angle property determines the angle at which pixels are shifted: when set to
zero, they move left and right, when set to 25% (90 degrees) they move towards the
top-left and bottom-right, etc. The offset parameter will shift the apparent
brightness of the displace video – this is useful if the displace video is too bright or
too dark overall. Experiment with these to see how they change the result.
It is hard to predict what exactly you will get out of Displace, but the results can be
quite beautiful. Import your own movies and try using them with Displace.
Remember, though we used a still picture as our displace source, you can use a
moving video image or live video input just as easily.
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Video Feedback
Video Feedback (pointing a video camera at the monitor that was displaying the
image from that camera) was a staple technique of some early video artists. Here
we’ll use a pair of Isadora video processing modules to create our own digital
version of this technique.
Activate the Scene called “Feedback” by clicking on it. This time you will find
Movie Player, Luminance Key, Zoomer, and Projector actors. Note how this patch
is linked: the dancer video is the foreground input to the Luminance Key, and the
key’s video out goes to the projector. But that same output also goes to the video in
of Zoomer whose output goes to the background input of the Luminance Key.
We’ve created a loop with the Zoomer actor manipulating the Luminance Key’s
output and feeding it back into itself.
Look at the resulting image. You will see a kind of “decay” around the dancer’s
body as she moves. This decay is because the Zoomer module is scaling the image
down by 1%, making it just a tiny bit smaller. By keying the original image with a
scaled down version of itself, you get these lovely trails.
Experiment with all five parameters of the Zoomer module. You will get a wide
range of effects, from subtle to explosive. Also try adjusting the key top and key
bottom properties of the Luminance Key module.
Isadora Manual 72
Tutorial 10: Making Your Own Actors
As you use Isadora, you will find that there are groupings of actors that you often
use. This tutorial shows you how to use Isadora’s User Actors and Macros to build
your own actor from several Isadora actors.
User Actor and Macros work in precisely the same way, except for one: when you
make changes to a User Actor, you have the option of updating every copy (also
known as an instance) of the User Actor so they will all work in the same way. This
is very useful when you’ve have a User Actor in several scenes and you want the
functionality of the other instances to stay in sync. A Macro, on the other hand, will
not update copies of itself when you make changes. You would most often use a
Macro when you simply wanted to logically group some actors or when you want to
save screen “real estate” by embedding several actors into a smaller object.
In this example, we will focus on creating User Actors. Let’s ay we wanted to turn
two actors (Luminance Key and Zoomer) into our own actor called “Feedbacker”.
Close any currently open Isadora documents. Then choose File > Open and locate
the file called “Tutorial 10” in the “Isadora Tutorials” folder.
Click on the Scene called “Feedback” to activate it. (This is the same Scene we
looked at in Tutorial 9.)
Click “User” in the Toolbox Filter. This is the User Actor Group.
Bring a User Actor into the current Scene. Initially, the user actor will look like this
because it does not yet have any inputs or outputs:
Select the Luminance Key and Zoomer actors and choose Edit > Cut.
Double-click the User Actor. A tab will in the current scene, showing the name of
the User Actor. We will change the name of this user actor in a moment.
Choose Edit > Paste to paste the Luminance Key and Zoomer actors inside of the
User Actor.
Click “User” in the Toolbox Filter. When you are inside a User Actor’s editor, the
User Group has three more actors available: User Input, User Output, and User
Actor On/Off.
Bring two User Input actors and one User Output actor into the Scene.
Make a link from the first User Input to the video input of the Luminance Key
actor, and the from second to both the horizontal and vertical zoom inputs of the
Zoomer actor. Then connect the User Output to the video output of the Zoomer
actor. The User Actor’s editor now looks like this:
Isadora Manual 73
When you link a new User Input or User Output to another actor, two things will
happen: 1) it’s name will automatically change to match the input or output to
which it was connected, and 2) the value associated with the User Input or User
Output will change its type to match the property of the input or output to which
they it connected. This adaptation includes the type, minimum and maximum, and
the scale minimum and scale maximum, etc. In this case, both two of the actors
changed to a type of video because they were connected to a video input or output.
The third actor, connected to the zoom inputs of the Zoomer, changed to an Integer
with a minimum of 0 and a maximum of 1000. You can change this behavior using
the Set User Property Info dialog described next.
At this point your using actor is complete. But you many want to rename your User
Inputs and Outputs so that their function is more descriptive. To do this:
Double-click on the first User Input. The Set Property dialog box will appear.
Type “video in” into the Property Name field to give this input a name.
Click OK
Do the same for the User Output, calling it “video out”.
And finally, change the name of the Second User Input to “Zoom”.
Isadora Manual 74
Note also the Data Type popup menu. By default, this popup is set to Match
Property, which means that the User Input or Output will adapt to match the
settings of the input or output to which it is connected. If you want to force a User
Input or Output to a specific type, you can select it in this menu. The other choices
are:
Integer: sends/receives an integer number (i.e. no digits after the decimal point.)
Float: sends/receives a floating point number, i.e. a number that can have numbers
after the decimal point.
Trigger: sends/receives a trigger.
On/Off: sends/receives an integer value that is either on (1) or off (0).
Video: sends/receives video.
Movie/Audio/Picture/MIDI/3D File: sends/receives an integer number that
represents the number of an object in the Media Panel. The name of the file is
displayed with the number.
In this case, we don’t need to change the Data Type of our User Input and Output,
so you can leave it set to Match Property.
To close the editor for your User Actor, choose File > Close. In version 1.3 and
later, following dialog will appear:
Choose “Save & Update All” to save this User Actor. Normally this would update
all other copies of your User Actor to match the changes you’ve just made. In this
tutorial, you have not yet made any copies of this User Actor, so making this choice
has no real effect. But, if there were copies of this actor, either in the document, or
in the Global or Local User Actor toolbox (more on those later), all of these would
be automatically updated to match the changes you’ve just made.
Isadora Manual 75
The editor window will close, and you will now see your user actor in the Scene
Editor of the main document.
Isadora Manual 76
Click on “User” in the Toolbox Filter. Drag two copies of your newly created User
Actor to the Scene Editor. Set the second input value (which we connected to the
horz and vert zoom inputs of Zoomer) of each User Actor to two different values.
Double-click one of the two actors, and change some aspect of it; for example,
change the name of a User Input, move the actors within the Scene Editor, or edit
the value of some input property that is not connected to a User Input.
Then, choose File > Close. The following dialog will appear:
Isadora Manual 77
Cancel & Revert
If you choose “Cancel” you will be returned to the User Actor editor. If you choose
“Revert”, all the changes you’ve made since opening this User Actor editor will be
discarded. (You can get the changes back, one step at a time, by choosing Edit >
Redo.)
Feedbacker.iua
Isadora Manual 78
Tutorial 11: Getting the Most from the
Projector
Double click on the Isadora icon to launch the application. This will automatically
open a new “Untitled” file.
Choose Output > Show Stages to show the stage. If the (black) Stage fills the
display, press Command-G (MacOS) or Control-G (Windows) to hide it. Then
choose Output > Force Stage Preview, and again choose Output > Show Stages
to show a smaller version of the stage.
Choose File > Import Media and navigate to the Examples folder included with
the Isadora download.
Select all the media available in the Examples folder.
Double-click the gray area in the Scene Editor, and from the pop-up toolbox type
“Movie”.
Isadora Manual 79
Choose Windows > Show Media to ensure you can see the Media Panel. Look for
the movie called “eyezoom.mov” – it will have a number just to the left. This is the
video clips’ media index.
Click on the number “0” just to the left of the word ‘movie’ in the Movie Player.
The number will turn yellow to indicate Isadora is waiting for you to type.
Type the number “1” (without the quotes) and hit enter. The movie will start
playing. You should now see the movie playing on the Stage
Since V1.0 of Isadora, it has always been possible to position and shape the image
within the frame using the Projector actor. This is accomplished using five
parameters: horz pos, vert pos, width, height, and zoom.
horz pos and vert pos control where the image appears on the stage, from 0 to
100% of the Stage width and height, respectively. Width and height control how
wide and tall the image is, again from 0 to 100% of the stage width and height.
Zoom controls the size of the image, and can range from 0 (invisible) to 50% (half
size) to 100% (normal size) all the way up to 1000% (i.e. 10 times the normal
image size.)
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Width 100% - Height 100% Width 100% - Height 100%
horz pos 0% – vert pos 0% horz pos 25% – vert pos 0%
Zoom 50% Zoom 50%
Note that when you change the Width and Height parameters, the image will be
squeezed in one direction or another. By changing these parameters, you can
reshape the image and change its aspect ratio.
Experiment with these five settings to see how they affect the image. When you are
done, restore the projector to its default values by selecting the Projector actor and
choosing Actors > Reset to Default Values.
Three of the new features do with how the image is shaped. They are: spin, aspect
mod, and perspective. Spin does exactly what its name implies: it rotates the image
by a specified number of degrees. Aspect mod allows you to adjust the ratio of the
image’s width to height. Negative numbers reduce the height while positive
numbers reduce the width. Perspective is a bit like the “keystone” control on a
video projector, except that it adjusts the image horizontally instead of vertically. It
is best explained by showing an example: the left image has it’s perspective input
set to –10, while setting it to +10 produces the right image.
Experiment with these three settings. Restore the projector to its default values by
selecting the Projector actor and choosing Actors > Reset to Default Values when
you are done.
It is possible to display two or more images on the same stage by using multiple
Projector actors in the same scene. To take best advantage of this capability, it is
essential to understand the blend, intensity, and layer input properties.
The layer input property controls the layering of the images. Higher numbers are
closer to you; lower numbers are further away. So, if you have two Projector actors,
Isadora Manual 81
in the same scene, and layer input of the first one is set to 5, and the layer of the
second is set to 4, then the image from the second projector will be drawn behind
that of the first.
There are three blend modes: additive, transparent and opaque. Additive means that
the two images are literally “added together” – they will both be visible at the same
time, even when one is on top of the other. When using this setting, the intensity
parameter simply controls the brightness of the image. Transparent means that the
transparency of the image can be adjusted using the intensity parameter. If intensity
is set to 100, then the image will be opaque, and you won’t be able to see the image
behind it. As the intensity approaches zero, the image will become more and more
transparent, allowing you to “see through” to the images below. The opaque blend
mode means the image’s rectangle is always opaque. So, as the intensity approaches
zero, you will see a black rectangle on top of any images rendered behind it.
Isadora Manual 82
Online Resources
Online Video Tutorials
Visit the TroikaTronix YouTube Channel: http://www.youtube.com/troikatronix
You can now go to the Help menu of the Isadora program and find the new Online
Tutorials menu. This will link you directly to 18 Isadora Tutorials. These can also
Tutorial Files
Before you begin, you should download the tutorial files from the TroikaTronix
web site. The address is
http://www.troikatronix.com/files/isadora-tutorials.zip
After decompressing this document, you will have an Isadora Tutorials folder, with
six Isadora documents and seven media files.
Knowledge Base
Our knowledge base contains helpful articles and tutorials on intermediate and
advanced topics, troubleshooting solutions, and more guides for interfacing with
hardware, software, and other design elements!
https://support.troikatronix.com/support/home
Isadora Forums
Get in touch with other Isadora users in our online community to share projects,
ideas, and helpful advice.
https://community.troikatronix.com/
Isadora Manual 83
Isadora Reference
Importing & Managing Media
Media Panel Basics
Isadora allows you play and manipulate movies, audio files, pictures, Standard
MIDI Files, and 3D Object Meshes in the 3DS (3D Studio Max) format. To use
these files, you must create references to them in the Media Panel.
The Media Panel can contain any number of bins, each of which is associated with
a media type. Each bin can contain any number of media files. You can organize
your files by creating new bins and dragging existing media references into them.
When you do import media, Isadora automatically places the media files in the first
available bin of the matching type in the Media Panel, i.e. movie files go into the
first movie bin, sound files go into the first sound bin, etc.
It is important to understand that the Isadora document does not contain the actual
media file data – just a pointer to its location on your hard drive or other storage
device. If you later delete the file, Isadora won’t be able to find it. It is a good idea
to create a folder to hold your Isadora document and all media associated with it.
This should make it easier to manage your data when you are working with many
files.
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MIDI Files
Standard MIDI Files (.mid)
Images
Bitmap (.bmp)
TIFF (.tif)
GIF (graphics interchange format)
PNG (.png)
JPEG (.jpeg)
3D Object Meshes
3D Studio Max (.3ds)
Importing Media
To import one or more media references using a File Selector dialog:
Choose Windows > Show Media to show the Media Panel. Initially, it will look
like this:
Choose File > Import Media…. A file selection dialog will appear.
Or, control-click (MacOS) or right-click (Windows) to show a pop up menu. From
that menu, choose “Import Media…”.
Select the file you want to open by clicking on it, and then click Open. If you like,
you may shift-click to select several files (they can be of different types) and then
click Open.
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All files you have selected will be imported into Isadora and appear as reference in
the Media Panel. The references will be stored in the first available bin of that
matches the type of file you dragged.
Here is how the Media Panel looked after we dragged in two movies, two sound
files, and seven pictures and one 3D model:
Note the number to the left of each media reference. This number is used to identify
the media when specifying which one you want to play inside an actor.
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Selecting Media References
To select an item or bin:
Click on a media reference to select it. Clicking on a bin selects the bin and all
media references inside that bin.
Managing Media
To add a new bin to the Media Panel
• Click on the appropriate button at the top of the Media Panel.
Add Movie Bin Add Sound Bin Add Picture Bin Add Midi Bin Add 3D Bin
Button Button Button Button Button
• A new bin of the specified type will be added to the end of the Media Panel.
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Auto Adjust Auto Adjust
Media Enabled Media Disabled
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below an existing bin. This lets you know where the media references will be
inserted when you release the mouse.
Release the mouse button when the insertion point indicates the desired position of
the media references. When you do, they will be moved to that position.
Each Scene is associated with a Control Panel, indicated by the bar just below the
Scene proper. (When the bar goes between two or more scenes, it indicates that
those Scenes share the same Control Panel.) Control Panels allow you to create a
user interface for your Scene consisting of one or more Isadora controls. See the
section “Using Control Panels” for more information.
Each Scene is also given a Cue Number, indicated by the number beside the Scene
Name. See the section “Cue Numbers” for more information on using and changing
cue numbers.
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Activating & Deactivating Scenes
To activate a Scene manually:
Click on the Scene you want to activate, which means that that Scene will be
selected. The highlighting on the previously activated scene (if there was one) will
be removed, the Scene you clicked on will be highlighted, the actors for the selected
Scene will appear in the Scene Editor, and they will begin communicating with
each other and the outside world.
Selecting Scenes
To select a Scene:
Click on the Scene you want to select, which means that that Scene will be
activated. The highlighting on the previously activated scene (if there was one) will
be removed, the Scene you clicked on will be highlighted, and the actors for the
selected Scene will appear in the Scene Editor.
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Adding and Removing Scenes
To insert a new scene into the Scene List:
Click to the left of the first scene, to the right of the last scene, or in between two
scenes. A blinking cursor will appear at the spot where you clicked. This indicates
where the new scene will be inserted.
Choose Scenes > Insert Scene. A new scene will appear where the blinking cursor
was previously. You can see that it has been activated because the new scene will
be highlighted and the Scene Editor will be visible.
To activate a scene:
Click on the scene you want to activate. It will highlight to indicate that it is
selected, the Scene Editor will be shown (if it isn’t already visible) and all of the
modules in that scene will be visible inside the Scene Editor.
Note that you can activate a new scene from within a Scene by using the “Jump”
actor.
To paste scenes:
Click to the left of the first scene, to the right of the last scene, or in between two
scenes. A blinking cursor will appear at the spot where you clicked. This indicates
where the scenes will be pasted.
Choose Edit > Paste. Isadora will insert scenes that you cut or copied previously at
the point where the cursor was blinking.
To delete scenes:
Select one or more scenes.
Choose Edit > Clear or press the Delete key. Isadora will delete the selected
scenes.
Reordering Scenes
To change the order of the Scenes in the Scene List:
Select one or more scenes.
Click in one of the selected Scenes and hold the mouse button down for a moment.
(This delay is to prevent you from accidentally dragging scenes.)
The cursor will change into a “closed hand” icon
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Drag the scenes to the right or the left.
As you drag, the scenes will reorder themselves so you can see the order.
When you have placed the scenes where you want them, release the mouse button..
Renaming Scenes
To change the name of a scene:
Highlight the scene whose name you want to change. Then choose Scenes >
Rename Scene. A text edit box will appear in place of the scene.
Type the new name of the scene and press enter. The text edit box will disappear
and the scene will be displayed with its new name.
Shortcut: Control-clicking (MacOS) or right clicking (Windows) will show a
popup menu. From that menu choose “Rename Scene” to open the text edit box for
a Scene’s name.
Drag the mouse left or right to adjust the size of the scene.
Cue Numbering
In addition to a Scene Name, each Scene in Isadora has a Cue Number. This is a
useful way to identify scenes by number in a project which uses typical theatrical
cueing logic.
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You can change how Isadora will assign Cue Numbers to the Scenes in your
document by selecting Scenes > Cue Numbering… and choosing one of three
methods:
Scene Index
Manual
Automatic
This is a global option applied to all the scenes in the Isadora document.
Scene Index
The default method for cue numbering in Isadora is by Scene Index. In this mode,
Scenes are numbered automatically by their exact order in the Scene List,
incremented by 1 each time:
You don’t have the option to renumber cues manually while Scene Numbering is
set to Scene Index mode. Instead, when you add, delete, or reposition a scene in
the Scene List, the scene numbers updates immediately, adjusting scene numbers in
subsequent scenes as appropriate.
If you just want to number your scenes as they appear in the Scene List, use Scene
Index mode.
NOTE: Changing to Scene Index Cue Numbering from the other modes will
overwrite all existing cue numbers in your Isadora document. This action may be
undone, but previous cue numbers will not be restored should you later decide to
switch to Manual or Automatic again later.
Manual
You can specify each scene number yourself when Cue Numbering is set to
Manual, allowing you complete control over how each scene is numbered.
While scene numbering is set to manual, when you delete or reposition a scene in
the Scene List, existing cue numbers are left unchanged.
New scenes added at the end of the scene list will still be numbered automatically,
incremented by 1 from the prior cue.
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When you create a new scene between two existing scenes, you will be immediately
prompted to number that new scene.
To renumber a scene, secondary click (Mac OS) or right-click (Windows) on a
scene and choose ‘Renumber Cues…’. The following dialog box appears:
Enter the desired cue number in the “Start at Cue” field. Note that two scenes
cannot have the same number, but in Manual mode, scenes do not have to be
ordered correctly. The “status” field indicates if result will cause a conflict.
You can also select multiple consecutive scenes in sequence to renumber them as a
group. Additional options appear in the renumber cues dialog which allow you to
define how to increment the numbering:
Enter number of the first cue in the selected series in the “start at cue” field, as
before. Then, enter the amount to add each time the scenes are numbered in the
“Increment by”.
For example, if the “start at cue” is set to 45, and increment by is 1, and you have 5
cues selected, the resulting cue numbers will be Q45, Q46, Q47, Q48, and Q49.
Remove cue numbers from the selected cues entirely by clicking the ‘Clear Cue
Numbers’ button. This will result are cues which have no cue number. This is a
useful way to clean out your cue numbers if you need to re-number many cues.
Automatic
When cue numbering is set to Automatic, Isadora automatically assigns numbers
to scenes, and renumbers scenes when their order is altered. When inserting a new
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scene between two numbered scenes (either because an existing scene was
repositioned or when a new scene is created), Isadora assigns a point cue number
(starting at “.5”):
While scene numbering is set to automatic, when you delete a scene in the Scene
List, existing cue numbers are left unchanged. New scenes added at the end of the
scene list will still be numbered automatically, incremented by 1 from the prior cue.
When set to automatic, you can manually renumber cues, using the same process as
in “manual” mode. However, each scene must have a unique cue number, and cue
numbers must always increment in numerical order.
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Direction
The Direction drop-down menu determines which action you wish to set up with a
Go Trigger. There are four options.
Next Scene. When the specified key or input is received, Isadora transitions from
the active scene to the succeeding scene in the scene list. As before, this will create
a crossfade transition between scenes if a Fade Out time has been specified for the
current scene, or if a Fade In time has been specified for the following scene.
Previous scene. When the specified key or input is received, Isadora transitions
from the active scene to the preceding scene in the scene list. This will create a
crossfade transition between scenes if a Fade Out time has been specified for the
current scene.
Go Forward. When triggered, sends a trigger to the Go Forward actors in the active
scene.
Go Backward. Sends a trigger to the Go Backward actors in the active scene.
By default, only the ‘Next Scene’ direction is enabled. You can enable any of the
others by specifying what activates each Go Trigger direction: Keyboard, MIDI, or
HID.
Keyboard
When enabled, you can specify a key and an optional set of modifier keys to send a
Go Trigger. First, choose the key you want to activate the Go Trigger from the
drop-down menu. The following options are available:
Space
Tab
Left, Right, Up, and Down arrow keys
Enter (Mac OS only)
Return
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Escape
Home
End
Page Up and Page Down
Function Keys (“F1” to “F20”)
Key
If “key’ is selected, type the specific key you wish to use as the trigger in the field
which appears beside the drop-down menu.
You can check off any of the options to require a modifier key be held to activate
the trigger. For example, if the “shift’ box is ticked and the ‘space’ key is chosen,
activating the Go Trigger would require holding down the shift key when pressing
the Space Bar.
MIDI
The following MIDI signals can be used to activate a Go Trigger:
Note On
Note Off
Control Change
Program Change
System Exclusive
Start
Continue
Stop
For each, you can specify a specific MIDI channel, pitch, or Velocity to act as the
trigger, or simply check the “any” checkbox to accept any value received.
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HID
You can set up Go Triggers to respond to input from a HID (Human Interface
Device). To define a HID trigger:
1. Set up the HID device using Stream Setup (see page XX).
2. Open Scene > Go Triggers…
3. Choose the Direction you want the HID device to trigger.
4. Check ‘HID’ enable checkbox.
5. Check the ‘Learn’ checkbox at the top of the Go Triggers dialog box.
6. Press the button on the device you wish to use as the trigger button.
Disabling Go Triggers
To disable Go Triggers entirely, go through each Direction drop-down option and
uncheck the "keyboard" “MIDI” and “HID” checkboxes for each.
Fade-In Time
The Fade In time of this scene from the previous scene.
Crossfade Mode
This determines how scenes are rendered during a crossfade; clicking this button
cycles through the possible options:
Additive Crossfade. This is the default for new scenes, and works well in most
situations.
Transparent Crossfade (above). The crossfade appears using a transparent blend,
with this scene rendered above the previous scene.
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Transparent Crossfade (below). The crossfade appears using a transparent blend,
with this scene rendered underneath the previous scene.
Fade-Out Time
The Fade Out time for this scene when crossfading to the next scene. This is the
time, in seconds, it will take for the scene to fade out when it is deactivated using a
Go Trigger. If the next scene has its Fade In time disabled, it will automatically use
this Fade Out time when fading in.
When the fade in is enabled, two bars appear. The fade out progress of the current
scene appears on top, and the fade in progress of the next scene is shown on the
bottom.
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Editing Scenes and Using Actors
As described in the previous chapter, a Scene is a collection of actors that
manipulates one or more streams of digital media. So, the Scene Editor is where
you define the way in which those actors work together.
Using the Scene Editor, you place your actors and connect the outputs of one to the
inputs of the other. In so doing, you define the how the media (whether it is video,
sound, MIDI, etc.) is manipulated. You will also edit the property values associated
with each actor here, allowing you to determine the specific way in which a given
actor functions. Finally, you will edit how data is scaled as it moves through a link.
Most Scenes follow this model: a media stream arrives from a source, whether it be
prerecorded media stored in the Media Panel or media arriving in real time from the
outside world; the media stream flows through one or more actors to change it in
some way, and then the manipulated data is sent to an appropriate output.
Interactive setups have an added component in that some information from the
outside world is changing the way in which one or more actors manipulate their
media streams in real time.
Consult the Isadora Actors Reference portion of this manual to learn what each of
the actors do. This section describes how to add, remove, organize and connect
actors within a Scene.
Click in the textbox at the top of the toolbox and type any portion of the actor’s
name. Any actor whose name contains the text you type will appear in the toolbox.
You may also choose Actors > Search for Actor or Command-Shift-A (MacOS)
or Control-Shift-A (Windows) to activate the search text box.
To clear the search text box, click the small “X” to the right of the text field.
After the Popup Toolbox appears, type all or part of the name in the text box at the
top of the Popup Toolbox. Only actors with that text in their name will be
displayed.
Then, either click the desired actor with your mouse or use the up or down arrow
keys to select the desired actor and press the enter or return key on your keyboard.
The Popup Toolbox will disappear and the desired actor will be deposited into the
scene.
Organizing Actors
To reposition actors within the Scene Editor:
Select one or more actors.
Click on the main body of the actor and drag. The selected actors will follow the
movements of your mouse until you release the mouse button.
Editing Actors
To delete actors:
Select one or more actors.
Choose Edit > Clear or press the Delete key. Isadora will delete the selected actors.
To paste actors:
Make sure that the Scene Editor is active by clicking on its background.
Choose Edit > Paste. Isadora will paste the actors that you cut or copied
previously.
The newly pasted actors will all be selected, so you can click on any one of them
and drag to move them to a new location.
Property Types
Each property is of one of the following types:
Integer Number, without decimal points
You can connect any numeric or trigger output to any other numeric or trigger
input. Video outputs can only be connected to video inputs, sound outputs to sound
inputs.
To delete a link:
Click on a link to select it. It will turn bright red or bright green (depending on
whether there is data flowing through the link) to indicate that it has been selected.
You can shift click to select more than one link at a time.
Choose Edit > Clear to delete the link or press the delete key.
Hotlinking Actors
Hotlinking allows you to connect actors my simply dragging them close together
for a moment. This feature is a major time-saver when connecting actors.
Hotlinking automatically creates connections between the input and output of two
actors with compatible data-types.
You can customize the hotlinking behavior the General tab under Isadora >
Preferences:
Auto-Relinking
Links between video actors are automatically “healed” when a mid-line actor is
deleted. This allows you to remove a video effect actor easily without interrupting
the video flow.
The “Drop into Existing Links” and “Auto-relink” features combine to make it very
easy to add and remove video effects without interrupting the video stream, which
is very useful when working with actors in rehearsal.
"Ghost" Line
When moving a link, a grey “ghost” line indicates where the connection was
originally placed.
The image on the left shows the actor before any connections have been made. The
green dots at the three value inputs and the val out output indicate that these ports
are mutable. When you add a new Table actor, the default data type for the inputs
and outputs is float (i.e., a number with a decimal point). In the second image, a
video actor has been connected to the first input. All the inputs and outputs of the
Table actor have changed to say video, indicating they can receive or send a video
stream. In addition, the dots next to the inputs and outputs have become blue to
because they are no longer mutable. In this example, once you’ve made the first
link and the data type changes to video, you would not be able to make a new link
to a numeric input or output until you disconnected all links to the value and val out
ports.
Many actors who have mutable inputs or outputs are like the Table actor; once a
connection is made to any input or output, the data type of all related inputs or
outputs changes to match the first connection and these ports are no longer mutable.
There are some exceptions though. Consider the Send Serial actor:
In this actor, each input is individually mutable. The first input was attached to a
Toggle actor whose output shows on/off; the second input was connected to the
output of a video effect. In both cases, the input “mutated” to match the data type of
the first link. The dots to the left of these two inputs are blue to indicate they are no
longer mutable. But the dot to the left of the third input, which has not yet been
connected, is green to indicate that it can still mutate.
These actor input parameters typically allow you to change the number of
inputs/outputs on the actor itself, which cannot be interactively controlled.
At the top is the name of the input along with the absolute minimum and
maximum values allowed for this property. Below are four value edit boxes:
At the top is the name of the output along with the absolute minimum and
maximum values allowed for this property. Below are three value edit boxes: Ctl
Link, Scale Min. and Scale Max. (We’ll discuss the “Ctl Link” value in the section
on Controls.)
The values of “Limit Min.” and “Limit Max” determine the minimum and
maximum values that the output will send, and are used in combination with the
Scale Minimum and Scale Maximum input property values to determine how values
will be scaled from an output to an input.
Change Limit Minimum and Limit Maximum values to specify the lower and upper
limit of values that can be sent by this property. These value edit boxes work like
the ones inside of any actor – you can use the mouse to scroll through the possible
values, or you can enter a value into the box by clicking on it, typing the value, and
pressing enter or return.
At the top is the name of the input along with the absolute minimum and maximum
values allowed for this property.
Click in the checkbox to the left of the word “Init” to enable initialization. Then
enter the value to which the property will be initialized in the value edit box to the
right.
Collapsing/Expanding Actors
Each actor has three main components: the body (the rectangle on which the other
elements sit), property value boxes, and the property value names. The latter two
can be shown or hidden independently, allowing you to make an actor much
smaller. Here is how the Note On Watcher actor looks in all of its possible states:
To edit the value of an input property when its value edit boxes are not visible:
Click in the input port of an actor. A combination slider/value edit box will appear,
like this:
You can edit the property’s value by either dragging the slider indicator (the white
triangle), clicking on the relevant input port and using the scroll on your mouse for
more precise control, or, by clicking in the value edit box and typing a new value.
If adjusting values for Actors with properties that do not have a scale min/max:
You can edit the property’s value by either dragging the wheel, clicking on the
input port and using the scroll on your mouse for more precise control, or, by
clicking in the value edit box and typing a new value.
•
•
To show or hide all actor names in a Scene:
• If the names are currently visible, choose Actors > Hide Names to hide them.
• If the names are currently hidden, choose Actors > Show Names to show them.
To scroll an actor into view, click this button and choose a tagged named form the
popup menu. This menu only includes actors currently visible in the Scene editor.
To make an actor available in this menu, select an actor in the scene, then choose
Actors > Rename Actor from the main menu, and give the actor a name that starts
with a hashtag (#).
Inside the editor, you can add the Isadora actors which define the function of that
specific User Actor. Finally, you will add User Inputs and/or Outputs to bring data
into, and send data out of, the new actor. When the actor is complete, close its tab
by clicking its close box and choose “Save & Update All” in the Confirm User
Actor Edit dialog. (No dialog will appear for Macros, as they do not update copies
Convert to Macro
The User Actor is assigned a new, unique identifier and is marked as being a
Macro. This actor will no longer preset the “Confirm User Actor Edit” dialog or
attempt to update other copies of itself throughout the file or the toolbox.
If you choose “Cancel”, the User Actor Editor will not be opened. If you choose
“Update” the embedded User Actors will be converted to the new format and
assigned a new, unique identifier to ensure they are distinct from the “parent” User
Actor.
After adding a User Input or User Output actor inside of the User Actor Editor, a
corresponding input or output will appear as part of the User Actor that you are
modifying.
Important Note: When you connect a User Input or User Output to another actor, all
of the properties of the User Input or Output mutate to match the properties of the
actor to which it was connected. This includes the Property Type (integer, float,
video, etc.), Minimum and Maximum values, and the Scale Min/Max or Limit
Min/Max values.
Setting input and output properties:
Double-click the User Input or User Output actor. A dialog box will appear that
allows you to define its characteristics:
Set the name of this property, as it will appear in your User Actor, by typing the
name into the “Property Name” text edit box.
Set the data type using the “Data Type” pop-up menu. There are many possibilities:
1. Match Property
2. Integer – Whole numbers with no decimal point
3. Float – Numbers with a decimal point
4. Trigger – A trigger input
5. On/Off – An on or off (1 or 0) only input
6. Video – A video stream
7. Movie – A movie file number from the Media Panel
8. Audio File – An audio file number from the Media Panel
If you make changes to a scene and want to update the currently selected snapshot,
you can do so by choosing Scenes > Update Current Snapshot or by holding
down the control key and clicking the snapshot.
Note that once if you add more actors after you have taken one or more snapshots,
the snapshots won’t actually have enough information to restore the entire scene. To
let you know that this is the case, if you add or paste actors into a Scene after taking
one or more snapshots, a the snapshots will turn red indicate that they are only
partially valid, i.e. they don’t have a total picture of the current scene.
If you take more Snapshots after this point, they won’t be red. You can choose to
delete all of the invalid snapshots by choosing the Scenes > Clear Invalid
Snapshots.
• When the cursor is displayed at the location where you would like the Snapshots
to be inserted, release the mouse button. The Snapshots will move to that location.
To Renumber Snapshots:
• Choose Scenes > Renumber Snapshots. All Snapshots will be renumbered
starting from 1.
Note that this setting has does not change the way a snapshot is taken. All input of
all actors are always recorded when a snapshot is taken. Instead, the Disable Actor
Snapshot features prevents the actor from responding to the stored values when a
snapshot is recalled.
To Disable Snapshot Recall on Specific Actors.
• Select the actors you will to disable in the Scene Editor.
• Choose Actors > Disable Actor Snapshot. If the actor names are visible, an icon
will appear to the right of the actor’s name to indicate it is not responding to
snapshots.
To Enable Snapshot Recall on Specific Actors.
• Select the actors you will to enable in the Scene Editor.
• Choose Actors > Enable Actor Snapshot. If the actor names are visible, the
Snapshot Disable icon shown to the right of the actor’s name will disappear,
indicating this actor is again responding to snapshots.
The Control Panels feature of Isadora allows you to create a user interface for a
Scene or group of Scenes. Each Control Panel communicates with the Actors inside
the Scene(s) with which it is associated via a variety of Isadora Controls including
Sliders, Buttons, Dials, etc. The Control Panel Editor occupies the same area as the
Scene Editor – you toggle between the two views using Controls > Show Controls
and Controls > Hide Controls menu commands. You may also see the Control
Panel and the actors in the current Scene by choosing Controls > Show
Actor/Control Split.
You can choose to have one Control Panel for an entire document, or to have
several Control Panels, each associated with a group of one or more Scenes.
Whenever a Scene is activated, its associated Control Panel is also activated, which
in turn makes the controls for that panel visible.
Each control has one or more “Control IDs”, numbers that uniquely identify that
control. To have an actor input “listen” to a particular control, you will set the
Control ID Link for that input (accessed via a pop-up window that is shown when
you click on the title of an input in the Scene Editor). From that point on, whenever
the control is adjusted the actor input(s) to which it is linked will “hear” the values
coming from the control. Similarly, it is possible to link an actor output to a control.
This can sometimes be useful if you want to monitor a output changing value in the
Control Panel for Scenes One & Two, different Control Panel for Scene Three
It is important you understand that when editing a Control Panel associated with
more than one Scene, that you are changing the panel for all of those Scenes.
You can create a separate Control Panel for a group of Scenes using the Split
Control Panels command from the menu. The inverse can be accomplished by the
Join Control Panels command.
In the example above, Scene Three is cut and then pasted before Scene One. Since
the Control Panel for Scene Three and Scene One were the same, the bar below the
first three Scenes remains unbroken.
Now, Scene Four is cut and then pasted after Scene One. Since the Control Panel
for Scene Four is different than both Scene One and Scene Two, the bar is broken
after Scene One and before Scene Two.
• Move the mouse to the input of the actor to which you want to link it and release
the mouse.
• Once you have done this, a small “link indicator” will appear to the left of the
input, showing the Control ID linked to that actor input.
Once you see the link indicator, you know that whenever a control with that
Control ID changes value, this input property will “see” that change, and
automatically set its value appropriately.
• Note that if you want the control to track the value of the input property when it is
changed by another actors or when you change it manually, you will need to turn
on the “Show Value of Linked Input Properties” checkbox in the Control’s
Settings Dialog.
Once you are done linking controls to actors, you can choose Controls > Show
Actor/Control Split again to hide the actors and only show the Control Panel.
To link an Actor output property to a Control:
While controls are most commonly linked to actor inputs, sometimes you may want
to link a control to an output, so that you can monitor some changing value in the
Control Panel. To link a control to an actor output, do the following:
• If the Control Panel is not currently visible, choose Controls > Show Controls.
Once you see the link indicator, you know that whenever a control with that
Control ID changes value, this input property will “see” that change, and
automatically set its value appropriately.
• Note that if you want the control to track the value of the input property when it is
changed by another actors or when you change it manually, you will need to turn
on the “Show Value of Linked Input Properties” checkbox in the Control’s
Settings Dialog.
• Click on the value edit box to the right of Ctl ID Link. The edit box will turn blue
to indicate that it is ready for you to type a number.
Editing Controls
To delete controls:
• Select one or more controls.
• Choose Edit > Clear or press the Delete key. Isadora will delete the selected
controls.
To cut or copy controls:
• Select one or more controls.
• Choose Edit > Cut. Isadora will cut the selected controls, or
• Choose Edit > Copy. Isadora will copy the selected controls.
To paste controls:
• Make sure that the Control Panel Editor is active by clicking on its background.
• Choose Edit > Paste. Isadora will paste the controls that you cut or copied
previously, offsetting their position slightly from their original position. Note that
normally the Control IDs for the pasted controls will automatically be updated to
avoid conflicts with other controls in the Control Panel. You can disable this
behavior by unchecking Auto Renumber ID Conflicts in the Control menu.
• The newly pasted controls will all be selected, so you can click on any one of
them and drag to move them to a new location.
• You can choose Edit > Paste Over to paste the controls without offsetting them
from their original position. This can be useful if you want to use the arrow keys
to move the new controls into position. Note that normally the Control IDs for the
pasted controls will automatically be updated to avoid conflicts with other
controls in the Control Panel. You can disable this behavior by unchecking Auto
Renumber ID Conflicts in the Control menu.
• To change the font, choose a new font from the pop up menu. When you do, the
Font checkbox will automatically be checked.
• To change the typeface, check the Bold, Italic, or Underline checkboxes. When
you do, the Style checkbox will automatically be checked.
• To change the size, type a number into the text box to the right of the Size
checkbox. When you do, the Size checkbox will automatically be checked.
• If you decide you don’t’ want to change the font, style or size, uncheck the
corresponding checkbox.
• Click OK. The font, style, and size of the selected controls will be changed as
specified.
Locking Controls
You can also lock a control in place, so that they cannot be moved. This is
especially useful when applied to the Background control, as you won’t
accidentally move the background as you place other controls on top of the
background. Note however that you can still cut, copy, or paste locked controls.
To lock controls so they can’t be moved:
• Select one or more controls.
• Choose Controls > Lock Selected Controls. Note that the selection indicator
(the blue border around the control) now changes to red for all locked controls.
This gives you a clear visual indication that they are locked.
To unlock controls so they can be moved:
• Select one or more controls.
• Choose Controls > Unlock Selected Controls. Note that the selection indicator
(the blue border around the control) now changes to blue for all unlocked
controls. This gives you a clear visual indication that they are no longer locked.
The Horizontal Grid and Vertical Grid settings determine the grid to which the
top-left corner of the control will be snapped.
If the Snap Width and Height checkbox is on, then the object’s size will be
snapped when you resize it. The Width Snap Offset and Height Snap Offset
values are subtracted from the Horizontal and Vertical Grid values to
determine the width and height to which controls will be snapped. The
resulting width and height will be shown next to the Width Snap Offset and
Height Snap Offset, respectively.
The items above the separator line (Control Title, Width, Height, Font
Settings, and the Show Value of Linked Inputs check box) are common to all
controls. Items below the separator are specific to the type of control whose
settings are being edited.
The Control ID will be in the lower section. This number is important because
its value is used to identify the controls to which they are linked. Most
controls have one Control ID. Some have more than one – a few (notably the
Comment control) have none.
• Once the settings are as you desire, click the OK button to confirm your changes.
• Note that, when clicking OK to confirm your settings, if the Control ID for this
control conflicts with an existing control in this panel, you will be shown a
warning dialog indicating there is a conflict. Click OK to accept the Control ID as
you have set it, click Cancel to return to the Settings dialog, or click Don’t Show
Again to accept the Control ID and prevent this warning from being shown in the
future.
General Preferences
Startup Action
You can choose what action Isadora will take when the program starts up. There are
three options:
Show New Window – Creates a new empty window on startup
Open File Dialog – Shows the open file dialog and asks you to open a file on
startup.
Nothing – Does nothing on startup.
Click the radio button for the desired option.
Hotlinking
Connect Distance
Disconnect Distance
Hotlink Into Existing Links
Floating Windows
This selection allows you to specify which of windows will be “normal” windows,
which go behind other windows when deactivated, and which will be “floating”
windows, which always stay on top.
Status Window: check this box to make the Status window a floating window.
Video In Preview: check this box to make the Video In Preview window a
floating window.
Thumbnails
You can choose whether Isadora will store thumbnails for the movies and pictures
imported in the Media Panel with your Isadora documents. If you don’t choose to
store the thumbnails, Isadora creates them when the document is loaded, which can
be time consuming if you have of lots of media. Choosing to store the thumbnails
with the document results in larger files but ensures that Isadora won’t spend time
creating thumbnails after the file is loaded.
User Interface
These pop-up menus allow you to choose the font size for the Actor Toolbox and
for the Actors displayed in the Scene Editor.
Here you can also enable or disable the Control ID Linking feature available when
using the Control Panel / Scene Editor Split feature.
If, on the other hand, you had both video inputs of the Video Mixer actor connected
– and if their resolutions were different from each other – then only the "When
Combining Video" setting is used when deciding how the videos are scaled. In this
case, the Default Resolution would only come into play is if When Combining
Video popup menu is set to Scale to Default Resolution.
If Isadora sees a MIDI message of the proper type on the specified MIDI Channel,
and its value matches the one specified in the Base Value field, Isadora will activate
the first Scene. If the value is greater than the Base Value, Isadora will activate a
subsequent Scene if it is available. For example, if Isadora were looking for
Program Change messages with a Base Value of 5, then MIDI program change 5
would activate the first scene; program change 6 would activate the second, etc.
If you choose to activate Scenes using the Continuous Controller messages, the
MIDI Controller Number field will appear.
For Continuous Control messages, Isadora checks the message’s Controller Number
in along with the MIDI Channel and Base Value. If the controller number does not
match the one specified by the Controller Number field, the message is ignored.
Net Setup
Here you specify a number that identifies this computer when multiple copies of
Isadora communicate with each other over a Local Area Network. The Net
Broadcaster actor specifies which computer will receive a given message using this
number – see the Net Broadcaster actor for more information.
Warnings Preferences
To help new users avoid common problems, Isadora shows warning messages when
certain actions are taken. When these warnings appear, you have the option of
continuing with the operation, canceling the operation, or choosing “Don’t Show
Again” to continue with the operation and to prevent the warning from appearing
Isadora auto save feature ensures the latest changes to your project are always
maintained.
Warning: You can use custom plugins in Isadora at your own risk. The
TroikaTronix team is unable to provide troubleshooting support for custom plugins.
Type the password for this file into both the Password and Confirm Password
fields.
Choose what users opening this document may edit. Choosing User Can Edit
Controls means that the user can modify the Control Panels of your document.
Choosing User Can Edit Media Panel means that the user will be able to import
media into the Media Panel. Finally, choosing User Can Save Changes means that
the user can save any changes that they make if they have a registered version of
Isadora.
Click OK to confirm your choices.
At this point, Isadora will ask you to save the file, so that it will be saved on disk
with the password protection enabled. Once you’ve done this, the document will
open in the run-only mode you specified. To edit it, you will need to unlock it using
the File > Unlock Document… command.
To unlock a Run-Only file so that you can edit it:
Choose File > Unlock Document… The following dialog will appear:
Type the password into the Password field and click Unlock to unlock the
document so that it can be edited.
To lock a previously unlocked document
Choose File > Lock Document… The document will return to locked mode.
Type the password into the Password field and click Unlock to unlock the
document and remove the password protection from it.
At this point, Isadora will ask you to save the file, so that it will be saved on disk
with the password protection disabled. Once you’ve done this, the document will
open without any restrictions on what other users can do with it.
There are four sections: Performance, MIDI In Monitor, Live Input (one for each
channel to a maximum of four) and DV Devices. The Performance and MIDI In
Monitor sections are always visible. The other sections may or may not be visible if
your computer does not have the appropriate hardware or drivers.
Performance
This section tells you Isadora’s Cycle Rate, Video Processing Overhead, and Frame
Rate
Cycles reports how many times per second Isadora can process all of the actors in
the currently active Scene(s). The higher this number, the better Isadora’s
performance. This maximum value of this number is directly related to the General
Service Task setting in the General tab of the Preferences – higher Service Task
rates will yield a higher number of cycles per second.
Midi In Monitor
This section has a series of indicators for each MIDI Source Port (as set up using
the MIDI Setup dialog.) Whenever a MIDI message arrives on a given Source Port,
the indicator with the corresponding MIDI Channel will illuminate briefly. If the
message is a System Exclusive message, then the indicator marked SX will
illuminate.
In addition, each time a message is received, specific information about that
message will appear in the area marked Last Message.
Live Input
The live input section gives you information and feedback about the video input
device and sound input device, including the frequency content of the incoming
audio stream.
Video Input
When you are capturing video (e.g., Start Live Capture has been chosen from the
Capture menu), the Video Input panel displays the name of the video input device
that is being captured, the resolution of the video and the format (RGB or YUV)
that is being captured, and a thumbnail of the incoming video image.
Sound Input
When you are capturing audio (e.g,, Start Live Capture has been chosen from the
Capture menu), the Sound Input panel displays the name of the audio device from
which the sound is being captured along with a “VU” meter that allows you to
monitor the current input volume. See the Sound Level Watcher actor to find out
how to use the sound input volume to control other actors.
Frequency Display
If you are capturing audio and the “Sound Frequency Analysis” checkbox in the
Live Capture Settings Window is turned on, you will also see the “Frequency
Display” panel. Here you can see a real-time display of the frequency spectrum of
the sound coming into the computer. If Sound Frequency Analysis is not enabled,
you can enable it by 1) choosing Input > Live Capture Settings to show the Live
Capture Settings Window, 2) selecting the desired live capture channel in the
DV Devices
If you connect digital video cameras or other devices that allows transport control
via your computer’s Fire Wire port, then those devices will appear here. It will
report the device’s unit ID, its name, its status and the current frame number of its
media (if available.)
When you see a device here, you will be able to control it using the DV Device
Control actor. Use the unit ID shown here to identify which device you wish to
control with the DV Device Control actor.
• Click the Plus Sign (+) to add a new cue. After you do, fields will appear that
allow you to edit that cue.
• To execute a cue, hold down the Control key and press the Space Bar. When you
do, Isadora will simulate pressing a key on the computer keyboard, as defined for
this particular cue in the Cue Editor window. It will then immediately show the
next cue.
For example, for example the cue above (When the dancer moves upstage left) the
Other radio button had been selected and the Send Key set to ‘1’. Upon holding
down the Control key and pressing the Space Bar, Isadora would simulate pressing
the number ‘1’ on the computer keyboard. Any Keyboard Watcher actors in the
current scene set to watch for the key ‘1’ would send a trigger, thus allowing you to
trigger a specific action when this cue is executed.
While Isadora is in Blind Mode, you can navigate to another scene in the scene list
to edit it, but the original scene remains active.
Scenes may be added, moved, or deleted while in Blind Mode without affecting the
currently active Scene.
Go Triggers and scene transitions function normally while in Blind mode, so the
currently active scene may be advanced and thus changed while editing is still
underway.
All of Isadora’s internal timers, movie players, and messaging continue to function,
but only for the currently active scene. The Blind scene is paused, so any movie
players, timers, triggers, controls, and messaging in a blind scene are stopped.
Deactivate Blind Mode by unchecking Scenes > Blind Mode from the menu or by
using the keyboard shortcut again (⌥⌘B). Once deactived, Isadora automatically
returns you in the currently active Scene.
Blend Maker
Launches the Blend Maker tool, a quick way to configure
common edge blends across multiple displays (see “Using
the Blend Maker Tool” below)
Clicking this tab changes the view to the Layout Editor for the overall stage.
Display Tabs
Clicking a Stage tab options for the selected stage and changes the view to the
Keystone Adjustment view for that display.
Stage Settings
These settings appear in the Stage Setup window when a stage or display is
selected. The ‘select’ and ‘split’ settings only appear when a Display is selected.
Size (Stages)
When set to ‘automatic’, the Layout Editor automatically determines the overall
resolution of a Stage based on the Display(s) assigned to it.
When a single display is assigned to a stage, Isadora matches the Stage resolution
to the Display resolution.
When two or more displays are assigned to a stage, the Stage Resolution is the
smallest possible resolution which contains all displays. Depending on the size and
position of the displays, this may result in a stage resolution with non-standard
resolutions and irregular aspect ratios.
A Virtual Stage uses the default display size.
When set to ‘custom’, enter the desired width and height for the display, in pixels,
in the corresponding fields.
Flip
Allows you to change the orientation of the stage by flipping it horizontally,
vertically, or both.
Aspect Ratio
By default, the stage output matches the aspect ratio of a connected display, and
vice-versa. Enable this to force output to use a specific aspect ratio instead.
Preview Options
Determines the size of the stage/ display preview window.
When set to disabled, no preview appears for the display or stage.
When set to ‘use default’, the default preview size (defined at the top of the Layout
Editor) is used for the stage preview window.
When set to ‘fixed width/height’, ‘fixed width’, or ‘fixed height’ you may specify a
size for the stage preview window, in pixels, as appropriate.
When set to ‘maximum size’, the stage preview window appears at the full
maximum size, either the full size of the stage or the full size of the display where
the preview window appears.
When set to ‘percentage of actual’, you may specify the percentage of the original
resolution to scale the preview window against. For example, at 25%, the preview
window appears at one-quarter the actual size of the stage/display.
External Outputs
In addition to sending output to a display, you can enable the optional external
outputs for a stage and/ or display:
Open GL Info
The OpenGL Info will provide you with information about the full screen window,
the preview window, or both (if both exist).
Display Settings
These settings only appear in the Settings when a display is selected, and show
specific options for changing which display is used. These options do not appear
when a stage is selected!
Select
Determines which display to use for video output. When Isadora detects a
connected display, the resolution of the display appears beside it in the drop-down
menu.
Split
Split is specifically designed to work with a multiple-monitor device (such as a
Matrox Dual- or TripleHead2Go or a DataPath f4) to connect multiple displays
using single video output port on your computer. These devices appear to your
system as a single ultra-wide or double sized display, rather than multiple discrete
displays. Using the Select Display Output Split drop-down menu allows Isadora to
treat each display as discrete display again. For more information about how to use
this feature, see the tutorial on Working with Multiple Displays. There are ten
choices:
Full
Left Half
Right Half
Left Third
Mid Third
Right Third
Top Left Quarter
Top Right Quarter
Bottom Left Quarter
Bottom Right Quarter
Click and drag the Scale Handle to resize the entire adjustment.
Click and drag the Rotation Handle to rotate the entire adjustment.
Shift-click points or edges to select more than one and move them all at the
same time.
Keystone adjustments are limited to the boundaries of the display.
Use the Reset button to remove the keystone adjustment of the selected stage.
Before you begin, you may want to delete all stages present in the Stage List so that
all displays are available for use.
Gamma Correction
Gamma correction, or often simply gamma, is a nonlinear operation used to encode
and decode luminance values in video or still image systems.
When the gamma curve is disabled, you can adjust the curve manually by setting
the minimum maximum, and X/Y values for the gamma adjustment curve.
When you attach one of these devices to a video output on your computer, the
computer thinks it is connected to a screen that is twice or three times as wide as
normal, e.g., 3072x768, where 3072 = 1024 x 3. The Matrox hardware splits the
extra wide image produced by your computer into two or three separate video
outputs, each of which can be connected to a separate video projector or monitor.
To support this very useful device, Isadora offers the “Split” feature in the Display
Setting tab of the Stage Setup window. By forcing a stage to use only the left or
right half (DualHead2Go), or the left, middle or right third (TripleHead2Go) of the
display, the output of the Stage will end up visible on a single video output of the
Matrox device.
Note that the Eye image has been scaled horizontally and moved to the right, and
the Bubbles image has been scaled vertically and moved down. This has been
accomplished using the vert pos, horz pos, height, and width inputs, in the
Projector actor.
But, when both Projector actors are turned on, the result looks like this:
This kind of layering was not possible in the first version of the program.
Now, try the following experiments to see other features that are available in v1.3.
• Look at the layer input of both projectors: the top one (the Bubbles) is set to 0,
while the lower one (the Eye) is set to 1. Try changing the layer input of the top
Projector to 2. You will see that the Bubbles are now rendered on top of the Eye.
• Click on the dot to the left of the intensity input on of the top projector. Drag the
slider down to the bottom. As you do, you’ll notice that the top image eventually
If you’ve used Isadora’s Luminance Key actor before this image might look
familiar – the darker portions of the foreground image (the Eye) are transparent,
such that you can see the Bubble image below. But instead of using the Luminance
Key actor, the Alpha Channels actor uses built in Alpha Masking features. Alpha
Masks are used to blend two images. An alpha mask is usually a gray scale image;
white means that the foreground image is opaque, black means it is fully
transparent, and gray means that it is partially transparent. The projector will
respect any alpha channel information that is with your video stream. Here’s how it
works.
• Of special importance in the “Alpha Mask” scene is the bit between the lower
Movie Player and its Projector:
First is the Threshold actor: this creates a black and white image based on the
brightness of the video stream coming from the lower projector. If you were to
connect the output of Threshold directly to the projector, you would see
something like this:
• Set the rendering speed by entering a value between 1 and 100 in the Render
Speed edit text box. Lowering this value slows down Isadora’s internal clock,
giving it more time to finish all video processing before it has to store a frame to
the output movie. This means that Isadora won’t run in real time, but it allows you
to generate output at the frame rate specified in the Compression Settings dialog
without dropping frames. (See Rendering Complicated/High-Resolution Scenes
above for more details on this feature.)
• If you want Isadora to abort the recording process if it cannot achieve the frame
rate specified in the Compression Settings dialog, check the Abort Recording On
Dropped Frames checkbox. Isadora will automatically stop recording and show
an alert box if this box is checked and it drops a frame during recording.
• Select the Stage whose output you would like to record using the Record From
pop-up menu.
• Select the Compressor used to compress the video by selecting and option from
the pop-up menu under the Compressor heading.
The compressor you choose has a profound influence on the quality of the
output image and the speed with which Isadora can compress the frames. For
instance, Sorensen and Cinepak generate very small movies, but are extremely
slow, leading to poor frame rates. We have found that using Photo JPEGA,
Medium Quality, at 15 FPS provides workable results. You can also try the
Installing Drivers
Before attempting to use multi-channel output in Isadora, you should ensure that the
drivers for your device are installed and working properly. Here is what you should
do for the various operating systems:
• On MacOS, install the CoreAudio driver for your device using the installer
program that came with the device.
• On Windows, install the ASIO driver for your device using the installer program
that came with the device.
When the snd out property is set to std, the movie’s sound will be sent to the
default sound output device (usually this is your computer’s speaker or sound
output jack). To send the sound to a pair of outputs on your multi-channel sound
output device, set the snd out property to one of the following values:
E1-2 Outputs 1 and 2
E3-4 Outputs 3 and 4
E5-6 Outputs 5 and 6
E7-8 Outputs 7 and 8
E9-10 Outputs 9 and 10
E11-12 Outputs 11 and 12
E13-14 Outputs 13 and 14
E15-16 Outputs 15 and 16
E17-18 Outputs 17 and 18
E19-20 Outputs 19 and 20
E21-22 Outputs 21 and 22
E23-24 Outputs 23 and 24
E25-26 Outputs 25 and 26
E27-28 Outputs 27 and 28
E29-30 Outputs 29 and 30
E31-32 Outputs 31 and 32
If you set the snd out property to a pair of outputs that does not exist on your
external device, or if the device is not currently connected, then the sound will be
sent to the built-in output.
Since a Sound Channel is associated with a given pair of outputs, setting the play
channel will determine where the sound will be heard.
For example, let’s say that you set up the first three channels of the Sound Output
Routing as follows:
3) In the popup menu to the right of “Default Output”, select your multi-channel
output device.
4) If you want to process live input, select your multi-channel output device in the
popup to the left of “Default Input.”
5) If you would like to do sound spatialization, click the “Configure Speakers”
button. In the dialog that appears, click the “Multichannel” button.
Then, in IzzyMap’s OUTPUT view, you would reshape and reposition those
triangles so that they fit perfectly within the edges of the physical object.
This is the simplest possible example of projection mapping – obviously, more
complex physical objects will demand an equally complex map. But, at the most
basic level, the process you will follow matches the one described above.
(A detailed explanation of all the controls shown in this window can be found
in the IzzyMap Reference chapter on page XXX.)
• The input image is a little too big for the window. You could simply resize the
window to make it bigger, but for now, just “zoom out” a clicking the minus (-)
button in the top right of the Slice Editor window so it looks like this.
If you hover your mouse pointer over the control as shown above, the control’s
tooltip appear, showing the name of the control and the control’s shortcut key if it
has one. (The shortcut key is shown in square bracket; in the example above, the
shortcut key is the TAB key.) Capitalization doesn’t matter; if the shortcut key is
“M”, either “M” or “m” will work.
TIP: Notice how IzzyMap darkens source image where there is no slice. You
can control the intensity of this affect, and choose different colors using the popup
menus at the bottom left of the IzzyMap window.
The first menu selects the color; the second menu determines the intensity of the
darkening effect – 0% has no affect at all, 100% hides the unmapped portion of the
image completely.
• Drag the three corner points of the new slice so they are aligned with the first
triangle.
• Then duplicate the first slice again, and position the copy over the third triangle.
The completed INPUT View should now look like this:
Your version might look different. All that is important is that the three triangles are
separated so you can easily adjust their corners. We’re almost ready to put
everything into place.
Take note here of the outlined grey rectangle – something that wasn’t present in the
INPUT view. This rectangle represents the size of your output device. The default
resolution is full HD – 1920 x 1080 pixels. If you don’t have an HD projector or
monitor connected to your computer, now would be a good time to change the
output resolution to match your device.
• Click on the popup menu labeled Output at the bottom right of the IzzyMap
window
• Select the resolution that matches your projector or display.
Now you can see how your shapes relate to the output device to which you are
connected.
Flying Solo
While this first map isn’t terribly complex, you’ll soon be making far more complex
arrangements. So we’ll take this opportunity to introduce you to the Solo feature of
IzzyMap and also how to rename slices.
Let’s work with the first slice we created, called “Triangle 1”
Final Countdown
The final step is actually very easy. Just grab the corners of your triangles, and line
them up with the target object. As you did when you were in INPUT view, you can
select a corner and use the arrow keys to make fine adjustments.
We mounted our tetrahedron on a small piece of wire so we could move it away
from the wall behind it. This is what it looked like from the perspective of the video
projector’s lens:
That’s It!
Congratulations on finishing your first projection mapping in Isadora. The next
tutorial will introduce you to the other types of Slices: Rectangle, Bézier, and
Composite.
By default, a Rectangle mapping method has been added. But since we want a
Composite mask, you’ll need to delete the default mapping and create a new
Composite mapping instead.
• Click on the item called “Rectangle 1″ in the Slice List
• Hit the backspace or delete key to delete the mapping.
• Click the button to create a new Composite mapping
• A default sub-slice called “Rectangle 1″ will be created.
Our goal in this example is to create a slice that traces the edge of this fanciful
sculpture. Obviously, four points is not going to suffice to accomplish that goal. But
you can easily add as many points as you desire to any sub-slice. Let’s use this
feature to trace the outline of the sculpture.
• Now, hold down the alt (option) key and move the cursor around within the
IzzyMap editor window. You’ll see that a new point is following your mouse
along the edge of the existing rectangle.
• Move the cursor so it’s near the point we just moved to the sculpture’s elbow and
click. A new point will appear along the edge of the quadrilateral.
• If needed, you can click in the new point to fine tune it’s position.
To outline the entire object is now simply a matter of alt-clicking and dragging
points. When trying to trace a complex outline, don’t forget these two important
tips:
ZOOMING TIP: To zoom a view, click on that view, hold down the command
key (Mac OS) or the control key (Windows) and rotate the wheel on your mouse. If
your trackpad interprets two-finger movements as mouse wheel rotations, you can
use that gesture as well.
SCROLLING TIP: To scroll a view up, down, left or right, hold down the
Apple key (Mac OS) or the Control key (Windows), click the view and drag. If you
have a two dimensional “scroll ball” on your mouse, you can also scroll by rotating
the ball with no other keys pressed.
You may be a bit surprised to see a dotted rectangle enclosing your shape. Where
are all the points you just made? Don’t worry: switch back to INPUT view for a
moment and you’ll see they are still there. (Make sure to switch back to OUTPUT
view before continuing.)
The dotted outline is the Output Quad Slice, a quadrilateral that encloses the final
result after all the sub-slices are combined into the final, composited input slice.
Now, paying close attention to the shape of the Output Quad Slice, choose Undo
from the Edit menu. You might be surprised to notice that the quad changed shape –
it got smaller. Choose Redo from the Edit menu to restore the triangle sub-slice you
added a minute ago. The Output Quad Slice gets bigger.
So, that illustrates critical point number two about Composite mapping:
This is not the same behavior as the other mappings, where a change to an input
slice never changes the shape or orientation of the output. But the idea behind the
Composite mapping method is to preserve the aspect ratio of the composited input
slice. To ensure that happens, IzzyMap adjusts the Output Quad Slice when you
make an adjustment to any input sub-slice. (Adding a new sub-slice is considered to
be an adjustment.)
When you set the Combine Mode of a sub-slice to Subtract, the shape is subtracted
from all sub-slices above it in the Sub-Slice List. This powerful feature allows you
to create negative, transparent areas in your slice.
Of course, we need to refine the triangle’s shape to hide all of the grass that is
showing through.
• Using the button at the top-center of the IzzyMap editor, switch back to INPUT
view.
• Click on the triangle. Again, in the section called Paths under the Slice List, look
for a checkbox called Curved and check it.
• Zoom in on the triangle and click one of the three points.
• You’ll see that the point now shows you Bézier Handles to adjust the curvature of
one of the connected edge.
• Click in one of the control point handles and drag to see the edge change shape.
Using these Bézier Control Points (and remembering that you can add a new point
at any time by alt-clicking) modify the triangle to nicely fit into the area where the
grass shows through the arm of the sculpture.
Now switch back to OUTPUT view to see the final output slice.
As you can see, we now have a really tight mask that hugs the edge of our input
slice. And we can easily move, zoom, rotate and reshape the resulting Output Quad
Slice so that we can place it precisely on our target object.
Triangle
The Triangle mapping method is the simplest of the four methods. Each method
consists of a single triangular slice. The shape and orientation of the input slice is
completely independent from the output slice. Triangle slices offer no perspective
correction, nor can you specify curved edges. (The Composite mapping method
allows you to use curved edges on any shape; see below.)
Rectangle
Bézier Grid
The Bezier Grid mapping method like a sheet of grid paper, except that the
intersections can be moved and the lines can be changed into curves. This mapping
method allows you to map images on to curved surfaces such as a semi-circular
screen, as well as simply distorting the image in interesting ways.
Composite
The Composite mapping method is the most sophisticated of the four methods.
Each Composite mapping method is composed of up one or more sub-slices, each
of which can:
• Be positioned independently from each other
• Have straight or curved edges
• Contain a potentially unlimited number of points
• Be added or subtracted from other parts of the map.
Sub-slices behave differently that the slices in the other mapping methods in this
important way: the position and orientation of sub-slices on the input is linked to
the position and orientation of sub-slices on the output. In fact you can only adjust a
sub-slice’s position and orientation from the INPUT view.
On the output side, you can adjust the quadrilateral that encloses all the sub-slices,
changing its position and scaling. This “output quad” offers the same perspective
correction found in the Rectangle mapping method.
Center Selection Button [C]: Centers the currently selected slices within the
IzzyMap Editor view.
Center and Expand Selection [E]: Centers the currently selected slices, zooming
the editor view so that the all selected items can be seen.
Slice Inspector Enable [SPACE]: When the Slice Inspector
button is on and you select a single slice, the panel shown to
the right will appear near your cursor.
It gives you access to all the controls found in the Draw
Control Panel, as well as access to that slice’s Solo Enable
button.
Mapping List
Above you see two example Mapping Lists. On the left, three Triangle mapping
methods are selected. On the right, a Composite mapping has been selected, which
automatically splits the view to show the three sub-slices that belong to that
mapping.
In this list you can:
• Change the order of the mappings by dragging them. The order of this list is
important because the layering of the slices is determined by the order of this list.
(Note: to drag, click and hold the mouse button until the cursor changes into a
closed hand icon ; this slight delay is used throughout Isadora to prevent
accidental drags during a show.)
• Add a new mapping using the Mapping List Buttons listed below.
• Delete the selected slices by pressing the delete/backspace key on your keyboard,
or by pressing the button.
• Double-click a mapping method to rename it
• Change the Solo Enable status of the mapping method by clicking the solo enable
button at the right. The solo enable button has three states:
§ Solo Enable for this item is off
§ Solo Enable for this item is on
§ Solo Enable for this item is on and the item actively being soloed
because the Solo Master ( ) is also enabled.
The group of buttons affects the Mapping List on the left. The group on the right
appears only when a single Composite Mapping Method is selected.
Bkg Color Menu: Specifies the color of the background, which can be black, red,
white or checkerboard.
Bkg Color Intensity Menu: Specifies the intensity of the background. 0% is
invisible, 100% is totally opaque.
Input Size: Reports the current size of the incoming video stream
Zoom: Allows you to choose a specific zoom factor for the Editor View. This menu
will show “Custom” if the current zoom factor is not in the list of options in the
menu.
This panel appears below the mapping list when a single Mapping Method is
selected. It allows you to specify how the method’s slice or slices will be drawn
Blend Mode Menu: Like Isadora’s Projector actor, there are three blend modes.
• Additive draws the slice on top of any previously drawn slices without obscuring
them. The Intensity slider controls the brightness of the slice.
• Transparent obscures the slices below based on the Intensity slider setting. If the
intensity is full, then the slice will be opaque. Lower Intensity values will make
the slice more and more transparent.
• Opaque slices always obscure the slices below. If the Intensity slider is full, the
object will be drawn at full brightness. Lower intensity values fade the slice to
black. If the Intensity slider is at zero, you will see the slice, but it will be
completely black.
Intensity Slider: Controls the brightness or intensity of the slice. See the items
under Blend Mode above for a detailed description.
Red/Blue/Green Sliders: These sliders are hidden by default. You can reveal them
by clicking the disclosure triangle next to the Intensity slider. These sliders allow
you to colorize the slice, but reducing the intensity of the red, green, and blue color
components individually.
Orientation Buttons: Allows you to flip the orientation of the slice horizontally or
vertically.
• Leaves the image in its original orientation.
• Flips the image horizontally.
• Flips the image vertically.
• Flips the image horizontally and vertically.
The Sub-Slice Control Panel will appear when a single sub-slice from a Composite
mapping method is selected. It allows you to change the characteristics of the sub-
slice.
Combine Mode: Specifies how this sub-slice will be combined with the sub-slices
above it in the Sub-Slice List.
• Add: The area defined by this sub-slice will be added to the area defined by the
previous sub-slices.
• Subtract: The area defined by this sub-slice will be subtracted from the area
defined by the previous sub-slices, “cutting a hole” in the area defined so far. If
this sub-slice does not intersect any previous slices, it has no effect on the
resulting image.
• Invert: The area defined by this sub-slice will be subtracted from the area defined
by the previous sub-slices. Visible areas defined by previous sub-slices will be
made invisible, invisible areas will be made visible.
Curved: When this box is checked, the edges of this sub-slice will be defined as
Bézier curves; control handles for the béziers will appear when you click on a point
in this sub-slice. Otherwise, the edges will be linear.
Granularity: When the Curved option is enabled, Granularity allows you to
define the number of individual segments that will be used to draw the line between
two points. The default value of 16 is usually sufficient for most maps. Higher
values will produce smoother curves, but may negatively impact rendering speed.
This input is hidden if the Curved option is disabled.
The Grid Divisions control panel will only appear when a single Bézier Grid
mapping method is selected. It allows you to specify the number of horizontal and
vertical divisions within the grid.
The text edit box on the left is the number of horizontal divisions; the one on the
right is the number of vertical divisions.
Grid Division Examples: From Left to Right: 1x1, 2x1, 1x2, 3x3
The Bezier Point control panel allows you to lock certain parameters of one Bézier
control point to its companion control point, that is, the equivalent control point on
the next path.
There are two mapping methods that support curved paths: Composite and Grid.
For the Composite method, only the vertical ( ) options will be available. For the
Grid mapping method, both horizontal ( ) and vertical are available. This panel
appears only when a single point is selected, and that point is connected to a curved
line.
Channel Select/Enable
Select and enable channel you wish to configure: Use the Channel Select popup
to select a channel, and then tick the Enable checkbox to enable that channel for
live capture.
Ensure that:
1) your camera and/ or capture device is turned on
2) that you have installed the drivers for your external video capture device
3) the cable between your camera and the capture device is securely attached.
If you don’t see anything happening in the “VU”, it probably means that you are
using an external audio capture device, and that the audio source is not connected
properly to that device.
Ensure that:
1) your audio source is producing sound
2) that you have installed the drivers for your external audio capture device
3) the cable between your audio source and capture device is securely attached
If you choose “Yes” to delete the media, then all the movies you recorded will be
deleted and their references in the Media Panel set to <Unassigned>. If you choose
“No”, then the movies will not be deleted and their references in the Media Panel
are unchanged. This latter option means that when you next load the Isadora
document, you will be able to play the movies that you captured previously. You
can choose “Cancel” if you do not want to close or quit.
Play End
In Timecode mode, the Movie Player's "play length" parameter will change to "play
end"
The "play end" value is the total length of the movie file, but if you change the
"play end" value to be greater than the full length of the movie file, the value will
turn red to indicate that something is amiss.
MacOS
MIDI support is built into MacOS. You will need to install OS drivers for your
MIDI interface before it will be recognized. These drivers are generally
downloaded online from the interface manufacturer’s website.
Double-click the installer application and follow the instructions provided. You
may need to restart your computer again after installing these drivers – the installer
will ask you to do this if it is necessary. After installation is complete, plug your
MIDI Interface into your computer using the supplied cable.
Once the drivers are installed and the MIDI interface is connected, its input and
output ports should automatically show up in Isadora’s MIDI Setup dialog. (See
next section for information on setting up the MIDI Setup Dialog.)
Windows
MIDI support is built into Windows. You will need to install drivers for your MIDI
interface before it will be recognized. These drivers are generally downloaded
online from the interface manufacturer’s website.
After you’ve installed any required drivers, you should connect the MIDI interface
to your computer. These interfaces are most often connected to a USB port with a
standard USB cable. Once you’ve done this, you’re ready to start up Isadora.
Midi Setup
Ensure that your hardware MIDI interface is connected to your computer. Then start
Isadora and choose Communications > Midi Setup. A dialog will appear that
looks like this:
This window determines how the physical inputs on your MIDI interface will be
associated with Isadora’s MIDI input and output ports.
For sake of clarity, we will refer in this document to the MIDI ports on your MIDI
interface as Physical ports to differentiate them from Isadora’s MIDI Input and
Output Ports.
The Timecode Comparator, Timecode Calculator, and MTC Compare, also use the
new MIDI Timecode data type and are also useful for working with timecode.
Timecode Display
The Timecode Display is included in the Status Bar at the bottom right of the main
Isadora window. This will show "--:--:--:--" if no Timecode is being received or if
it's invalid somehow, or the current timecode input if valid MTC is being received.
Along with displaying (Hours:Minutes:Seconds:Frames), the timecode value has an
internal field that indicates the timecode rate. For a new actor, the rate setting for all
timecode values is set to "document default", as set in this pop up menu.
• 30,0 = 00:00:30:00
• ,1,30, = 00:01:30:00
• 1,1,30,0 = 01:01:30:00
• 30,15 = 00:00:30:15
• 2,45,7 = 00:02:45:07
• 2,,0 = 00:02:00:00
• 2,,15 = 00:02:00:15
Add a forward slash to specify framerate:
• 30,0/3 = 00:00:30:00/30
• 45,0/6 = 00:00:45:00/60
The messages are routed to the OSC Listener actor by associating a port number
with a particular OSC Address. The port number determines the OSC address that
the OSC Listener will “hear.”
For example, one such OSC device is the TouchOSC app that runs on the iPhone.
This app has an editor that allows you to define various buttons and sliders. If you
were to add an XY Pad (similar to Isadora’s 2D Slider Control) it would have two
default OSC outputs: “/1/xy1/x” for the horizontal value and “/1/xy1/y” for the
Setting up an HID
Before you begin, plug in connect the HID device to your computer.
3) Most often you will want to keep the Ignore Mouse option turned on,
otherwise movements of your mouse will add items to the list. If you need to
take input from the mouse, turn this option off.
Serial Input/Output
Isadora can transmit and receive data via standard serial (RS-232, RS-485)
hardware installed on your computer using the Send Serial Data, Serial In Watcher
– Binary and Serial In Watcher - Text actors.
Each time a block of data received, an attempt is made to match it against your
pattern. If the match is successful, parameters are parsed out of data stream and sent
to the output properties defined by the pattern.
For example, say you have a light level sensor attached to your serial port and it
sends a continuous stream of messages reporting the light level. The message comes
in the form of ASCII text: the “#” sign, followed by a two –digit hexadecimal
\\ A backslash.
So the element "?ack\?" will match any of the following input data (for example):
back? HACK? pAcK?
[-xyz] A hyphen, x, y, or z.
[-0-9] A hyphen or a numeric digit.
[^a] Any character except a lowercase a.
{^30-39} Same as above, just showing that you can leave out the spaces.
You do not need to specify the entire type, you only need to specify a unique prefix,
so "str" is the same as string, "int" is the same as "integer", "f" is the same as
"float", etc. Here are some examples:
value : integer = 3 digits Matches up to 3 digits, assigns to integer "value".
If you assign a text element to an integer parameter, the actor attempts to convert as
much as possible to an integer. So if you have "a:int=characters", and the input is
"123abc", a will be assigned a value of 123. Similarly, if you have "b:int=letters", b
will always have the value 0.
Some technical info: You are not limited to standard machine sizes for binary
integers. You can do "a:int=3?" to match 3 bytes, treat as a little-endian 3-byte
integer, and assign the value to a. You can also do "b:int=15?" to match 15 bytes,
but keep in mind that internally, the actor can't really represent values wider than 4
bytes, so the matched value will be truncated if it is too large.
"moveto" x:float=.# Matches strings like MoveTo 6.8 -2.3 89 or MOVETO +9 -13. +.1.
y:float=.# z:float=.#
a:int=2 digits [^|] "|" Matches a string such as 43 apples | 8 oranges | 98 monkeys,
b:int=2 digits [^|] "|" assigning the values 43, 8, and 98 to the integer output
c:int=2 digits parameters a, b, and c, respectively.
“hello” 0D 0A
would send the ASCII characters “hello” followed by a Carriage Return (hex 0D,
decimal 13) and a Line Feed character (hex 0A, decimal 10).
To format and include a values sent to one of the actor’s input properties, you
would use the notation Px, where x is a number from 1 to 9, indicating which
parameter you wish to include. When using this notation for numeric parameters,
there are a number of extra options
Px Use the default formatting. For integer numbers, output the ASCII
text of the number in decimal; for numbers with decimal points,
output the ASCII text of the number and all the digits after the
decimal point; for text inputs, output the text itself
Examples:
The integer 12 outputs the characters ‘1’, ‘2’
The floating point number 3.141 outputs the characters ‘3’, ‘.’, ‘1’,
‘4’, ‘1’
The text “hi!” outputs the characters ‘h’, ‘i', ‘!’.
Px:n.m Output the number, with a maximum of n digits to the left of the
decimal point and m digits to the right. If the input parameter is
text, ignore n.m and just output the text.
Px:Zn.m Same as above, but add leading zeros to ensure a total of n digits
appear to the left of the decimal point.
Px:nX Output the ASCII representation of the number as n hexadecimal
digits. If the input parameter is a floating point number, the digits
after the decimal are ignored. If the input parameter is text, ignore
the nX and just output the text.
Example: Px:2X applied to the decimal value 254 outputs ‘F’, E’
Px:ZnX Same as above, but add leading zeros to ensure a total of n digits.
Px:C Output the character as a single byte of data.
Processor (CPU)
It is always the case that higher CPU frequencies are better. A dual-core i5
processor is the minimum for working with HD resolution video in Isadora 3.
Tip 8: Stick with one frame rate for all your videos.
Isadora will happily play videos of any frame rate within the same file. But for the
smoothest playback performance, you should use the same frame rate for all your
videos and set the Target Frame Rate in the General tab of the Isadora Preferences
to the same rate.
Furthermore, you should set the Refresh rate of your monitor or video projector to a
multiple of your chosen frame rate if possible. (Consult the manual for your
monitor or projector to learn how to do this.)
For NTSC video rendered at 29.97fps:
§ Set the Target Frame Rate to 29.97 fps
§ Set the Monitor/Video Projector refresh rate to 60 Hz.
For PAL/SECAM video rendered at 25fps:
§ Set the Target Frame Rate to 25 fps
§ Set the Monitor/Video Projector refresh rate to 50 Hz.
For videos transferred from film at 24fps or 23.978 fps:
§ Set the Target Frame Rate to 24 fps or 23.978 as appropriate.
§ Set the Monitor/Video Projector refresh rate to 50 Hz.
MacOS
1. In Finder, choose Go > Go to Folder…
2. Enter this text: ~/Library/Preferences
3. Find any files that start with the name “Isadora Prefs…” and move them to the
trash
4. Empty the Trash
Windows
1. Download the file windows-delete-isadora-preferences.zip
2. Unzip the file
3. If you are logged in as the administrator of the computer, then double-click the
resulting batch file “Delete Isadora Preferences.bat”
4. If you are not logged in as the administrator, right-click the “Delete Isadora
Preferences.bat” file and choose “Run as Administrator…”
5. When the script completes, the preferences are deleted.
Windows Option 2:
1. If you are logged in as the administrator of the computer.
2. Open C:\Users\YourUserName\AppData\Roaming\TroikaTronix (where
YourUserName is your Windows username)
3. Delete the *.izp file which name corresponds to the Isadora version you are
running. For example, 'Isadora Prefs 2.6.1.izp' is used by Isadora 2.6.1
Exceptions
We cannot provide support in the following cases:
Input Properties
• x: The x coordinate of the point
• y: The y coordinate of the point. Receiving a value at this input triggers the
calculation between the current x/y values and the previous x/y values.
• scale: The scaling factor. Each time a new velocity is calculated, it is multiplied
by this number to determine the final velocity.
Output Properties
• vel: The velocity output.
The diffuse color is normally the color that is generally reflected by the
surfaces of the 3D objects in the scene – this color is directional. The
ambient color is a non-directional color that can be used to ensure that all
of the object surfaces have some level of visibility. The specular color is
used when rendering reflections.
For more information about lighting 3D scenes, please refer to one of the
many primers on 3D modeling/OpenGL that can be found on the internet.
Input Properties
• channel: This setting is used in combination with the stage input to determine
which 3D models will be affected by the specified lighting. Only models being
rendered by 3D Player actors whose for stage and channel setting match the
settings here will be affected by the lighting specified in this actor.
• stage: This setting is used in combination with the channel input to determine
which 3D models will be affected by the specified lighting. See the channel input
for more information.
3D Mesh Projector
Input Properties
• texture map The video stream that will become the texture map for each particle.
If no video stream is connected to this input, the particle will be rendered using
the solid color specified at the color input.
In addition, you may use a texture map that is actually a grid of equally sized
images by setting the tex map across and tex map down input properties to a
value greater than 1. In this case, individual images from the grid will be
applied as a texture map for each particle, as selected by the tex map col and
tex map row inputs.
• tex map scale: Scaling of the texture map on the particle.
• tex map across: For texture maps that are composed of a grid of images,
specifies the number of images across.
• tex map down: For texture maps that are composed of a grid of images, specifies
the number of images down.
• tex map col: Selects which column to use when rendering the next particle. This
number should be between 1 and the number of columns specified in the texture
map across input.
• tex map row: Selects which row to use when rendering the next particle. This
number should be between 1 and the number of rows specified in the texture map
down input.
• video gen: Allows you to use a video stream to control the generation of particles.
Each time a frame of video arrives at this input, Isadora looks for pixels brighter
than the vg threshold input. For each pixel brighter than this threshold, a particle
will be generated at a corresponding x/y coordinate.
• vg threshold: Specifies the brightness above which a particle will be generated
when analyzing video arriving at the video gen input. Pixels brighter than this
value will generate a particle. Pixels darker than this value will not.
• vg res h/v: Specifies the vertical and horizontal resolution at which the video gen
input stream will be analyzed. The video stream/image will be scaled to the pixel
value specified here before being analyzed.
• vg scale h/v: Specifies the horizontal and vertical spacing of the particles
generated by the video gen input. Larger values create more space between
particles.
Input Properties
• 3D object: Specifies the number of the 3D object file, as displayed in the Media
Panel.
• stage: (v1.1) When turned off, the 3D object will be rendered to the 3D Renderer
actor rendering on the same channel as specified by the channel input. When
turned off, the object is rendered directly to the stage specified by the channel
input.
• channel: The channel on which the object will be rendered. When the stage input
is set to off, the 3D object will be rendered to the 3D Renderer object in this scene
whose channel matches the one specified here. When the stage input is on, the
object will be rendered to the stage specified by this number; i.e. 1 = Stage 1, 2 =
Stage 2, etc.
• visible: When on, the object is visible and will be drawn.. When off, it is
invisible.
• layer: Determines the order in which this actor will be rendered, in relation to any
other 3D actors in the scene (other 3D Projectors, 3D Player, 3D Quad Distort,
etc.) Higher numbered layers are “in front” of lowered numbered layers, i.e. they
are drawn last.
• lighting: When turned on, this object will be lit and shaded based on the setting of
the currently active 3D Light Orientation actor. If there is no 3D Light Orientation
active, then the default lighting orientation will be used. See the 3D Light
Orientation actor for more information about lighting 3D objects.
• render back: When turned ‘off’, only the front side of the surfaces that comprise
the model are rendered. Depending on the orientation and position of the camera,
some surfaces may be invisible. When turned on, both sides of the surfaces
comprising the model are rendered, ensuring that they are visible from any
viewing angle.
• x/y/z rotation: Rotates the object around the x, y, or z axes by the number of
degrees specified.
• x/y/z translation: Translates the object along the x, y, or z axes by the number of
degrees specified.
• all scale: Scales the object in all three dimensions equally by the specified
percentage of its original size.
Renders a video stream onto a rectangle that can be rotated and translated
in three dimensions. This actor can also create multiple copies of the image
that travel automatically through space.
This module share many input properties with the standard Projector actor, but has
can do more manipulations of the image in 3D space.
Its other main feature is the ability to multiple copies of the image, and have them
move through space. This is accomplished by setting the object count to a value
higher than 1 and triggering the add img input. Once you do this, a copy of the
current frame will drift away from its original location at a rate determined by the
x/y/z offset inputs.
Input Properties
• video in: The video stream to be rendered
• stage: The stage to which the image will be rendered.
Renders a video stream onto a rectangle that can be rotated and translated
in three dimensions; additionally all four corners of the image can be
moved independently of each other allowing the image to adapt to complex
keystoning situations.
Properties
• channel: Determines which 3D Objects will be rendered by this actor. Only a 3D
Players set to the same channel as specified here will have their objects drawn by
this Renderer.
• horz/very size: Specifies the size of the rendering surface in pixels. 320 by 240 is
a reasonable compromise between speed and detail. Depending on the speed of
your computer, you may notice slower performance when using a setting like 640
by 480.
• force 4:3: When this parameter is on, changing the value of either the horz or vert
size input will automatically adjust the other input so that the ratio between
horizontal and vertical is 4:3.
• x/y/z rotation: Rotates the camera around the x, y or z axes by the number of
degrees specified.
3D Stage Options
Allows you to control how 3D objects are rendered to the stage or by the
3D Player actor. Currently, you may only adjust the near and far z-clipping
plane, allowing objects to be partially rendered when they move along the
z-axis.
Input Properties
• channel: This setting is used in combination with the stage input to determine
which 3D models will be affected by the specified clipping. Only models being
rendered by 3D Player actors whose stage and channel settings match the settings
here will be affected by the clipping specified in this actor.
• to stage: This setting is used in combination with the channel input to determine
which 3D models will be affected by the specified clipping. See the channel input
for more information.
• z-clip enable: If this property is turned on, then the near z-clip and far z-clip
parameters are used to clip 3D objects when they are rendered. When this
property is turned off, the near and far z-clip parameters are ignored.
• near z-clip: The near z-clip works in tandem with the far z-clip to determine if a
3D object will be rendered or not. If the z-coordinates of an object (or part of an
object) is between the near z-clip and the far z-clip it will be rendered, otherwise it
will not be rendered.
• far z-clip: The far z-clip works in tandem with the near z-clip to determine if a 3D
object will be rendered or not. If the z-coordinates of an object (or part of an
object) is between the near z-clip and the far z-clip it will be rendered, otherwise it
will not be rendered.
Determines the x/y/z rotation and translation of the camera for a specified
stage.
This actor the position of the “camera” looking at all 3D Object being rendered to a
particular stage. This is used in tandem with the 3D Player actor when its stage
input is turned on.
Properties
• stage: the stage for whose rotation and translation will be set.
• mode: when set to local, orientation changes will affect this scene only. When set
to global, changes affect all scenes.
• x/y/z rotation: Rotates the camera around the x, y or z axes by the number of
degrees specified.
• x/y/z translation: Translates the camera along the x, y, or z axes by the number
of degrees specified.
• vel: The velocity of the point as it moves.
•
Input Properties
• x: The x coordinate of the point
• y: The y coordinate of the point.
• y: The z coordinate of the point. Receiving a value at this input triggers the
calculation between the current x/y/z values and the previous x/y/z values.
• scale: The scaling factor. Each time a new velocity is calculated, it is multiplied
by this number to determine the final velocity.
Output Properties
• vel: The velocity of the point as it moves.
•
Properties
• mode: Determines how the number in the scene property is interpreted. When
this property is set to relative the scene to be activated is relative to the position of
the current scene in the Scene List. When this property is set to absolute the Scene
to be activated is based on its position in the Scene List. See scene property above
for more information.
• scene: Indicates which Scene to activate. This field works in tandem with the
mode field. When mode is set to relative, the number in this field indicates the
scene to activate relative to the current scene. +1 would be the scene after this
scene, -1 would be the scene before this scene, +2 would be the second scene after
this scene, etc. When mode is set to absolute, the number in this field indicates a
Scene in the Scene List by its position, where 1 is the first scene in the list, two is
the second scene, etc.
Activate Scene
Properties
• trigger: When a trigger is received on this input port, the secondary Scene
indicated by the mode and scene properties is activated.
• scene: Indicates which Scene to activate. This field works in tandem with the
mode field. When mode is set to relative, the number in this field indicates the
scene to activate relative to the current scene. +1 would be the scene after this
scene, -1 would be the scene before this scene, +2 would be the second scene after
this scene, etc. When mode is set to absolute, the number in this field indicates a
Embeds an alpha channel into a video stream, which can be used by the
Projector actor when rendering the video to a Stage.
By embedding an alpha channel into a video stream, you can control the
transparency of each pixel as it is rendered to the stage.
When the Projector renders to the stage, it uses the embedded alpha mask
information to determine the transparency of the video stream being rendered.
Where the mask is white you will see the original video stream, where the mask is
black you will see the anything that has been rendered to the stage previously (i.e.
in a lower layer). When the brightness of the mask is a shade of gray you will see a
mix of the original video stream and previously rendered images – how much of the
background you will see is based on the mask’s brightness. When the mask is light,
you will see more of the foreground; where it is dark, you will see more of the
background. Below are examples foreground, background, and mask image, and the
result of combining them through the alpha mask
See the section “Compositing with the Projector” on Page 169 for more information
on taking advantage of these features.
Output Properties
• video out: the video stream into which the alpha channel has been embedded.
Sends a MIDI Note Off message to all currently sounding notes on all
MIDI Output Ports.
Isadora keeps track of what how many Note On messages have been sent to each
MIDI channel on each MIDI Output Port, so that it only sends the messages it needs
to turn off all of the currently sounding notes. This is different than the MIDI Panic
actor, which sends a Note Off messages for every possible MIDI Note on all of the
ports.
Properties
• all notes off: when a trigger is received on this input port, MIDI Note Off
messages are sent to silence all currently sounding MIDI Notes.
Mixes two video streams together using the brightness of a third video
stream to determine whether you see the foreground or background or a
mixture of the two.
Where the mask video stream is white you will see the foreground video stream,
where it is black the background. When the brightness of the mask is a shade of
gray you will see a mix of the foreground and background images based on the
mask’s brightness. When the mask is light, you will see more of the foreground;
where it is dark, you will see more of the background. Below are examples
foreground, background, and mask image, and the result of combining them
through the alpha mask
You can that where the mask is light you see the blue background and the dark
letter A. Where it is dark, you see the red background and the light letter B. Look
along the bottom of the mask – there is a gradation that goes gradually from white
to black in the middle portion. In the resulting image, you can see how that part of
the image “fades” from the foreground to the background.
Input Properties
• foreground: a video stream that will become more visible as the corresponding
area in the mask approaches white.
• background: a video stream that will become more visible as the corresponding
area in the mask approaches black.
Output Properties
• video out: the masked video stream.
•
Anything
“Watches for” any kind of Real World input, including mouse movement,
keys being pressed on the keyboard and incoming MIDI events.
Input Properties
• watch for: the type of input that is being watched for is indicated by a shorthand
notation displayed in the input value (see below).
•
mouse: the value starts with either ‘hpos’ (for the horizontal movement) or
‘vpos’ (for the vertical movement.) After this, the modifier keys are used to
manipulate what the watcher sees. Eg. ‘x cmd-opt’ means the watcher will see
horizontal movement of the mouse when the command and option keys are
held down.
keyboard: the value starts with ‘key’. This is followed by the key that will
trigger the operator. When looking for keboard events the output changes to
‘trigger’
midi: the value will start with shorthand for that midi event followed by
the Port Channel and one or two other values specific to the event. For the
watcher to see an incoming midi event it must exactly match all of these
parameters unless the value is set to “don’t care” (indicated by a dash).
Ouput Properties
• output: the value will either be a percentage value between 1 and 100, or
‘trigger’, depending on how the input is set up.
•
Auto Fade
xf
xf
->
ad
3
ad
->
ck
e
e
to
a
2
to
bl
to
3
1
to
->
e
->
ad
e
4
ad
xf
xf
1 sec. 2 4
Capture Frame 5
Capture Frame 1
Capture Frame 2
Capture Frame 3
Capture Frame 4
Input Properties
• video in: The video input stream.
• freq: Specifies the rate at which still frames will be captured from the incoming
video stream, and the rate at which Auto Fade will cross fade between those
images.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Input Properties
• video out: The video input stream.
Background Color
Input Properties
• bkg color: This determines the color of the output video stream. There are two
ways to specify the color: first, if you click on the colored square to the left of the
title bkg color, a standard color picker dialog will appear. Or, you may connect the
output of the Color Maker actor to the bkg color input.
Reports the position, size and velocity of one of the blobs being tracked by
the Eyes++ actor.
Please see the documentation of the Eyes++ actor on page 354 for more information
about how the tracking works.
One concept that may need further explanation is the centroid of an object.
Consider the blob and bounding box shown below:
The bounding box correctly reports the extent of the blob. But the true center of the
blob is actually to the right of the bounding box center.
Eyes++ calculates the centroid of each blob by measuring the brightness of the
pixels, assuming that brighter pixels will indicate where the object truly is. In the
example above, you can see the centroid marked by the cross, which is to the right
and slightly below the bounding box center marked by the square. This
measurement may or may not prove useful depending on your setup – you simply
have to give it a try to see if it provides interesting results.
Broadcaster
Sends a value of any type to all active Listener actors listening on the
specified channel.
Broadcasters are primarily used to send values between the primary active Scene
and a secondary active Scene. (See the Activate Scene actor for more information
on secondary Scenes, or the Net Broadcaster to send values to other machines on a
Local Area Network.) Whenever a new value is received at the value input, that
value is “broadcast” to all active scenes on the channel specified by the channel
input property. Any active Listener actor that is set to receive on the same channel
will “hear” the value and send it out of its value output.
You can however use the Broadcaster/Listener pairs within the same scene if
desired, since values are broadcast to all active scenes.
Buffer
Each time you press the number ‘1’ on the computer keyboard, the buffer actor will
capture 30 frames of video from the live input. Note that since the mode is set to
stop, when all buffer frames have been stored, the Buffer actor will stop and wait
for another trigger. You can then move the mouse horizontally to scrub through the
stored images.
Input Properties
• video in: The video input stream.
• buffers: The number of buffers (i.e. frames of video) that this actor can store.
Note that each frame requires a fair amount of memory, so setting this value to a
high number will consume considerable free memory.
• select: Selects which buffer to send to the output, from 1 to the number of buffers
specified by the buffers input property. When this value changes, the contents of
the specified buffer are sent to the video output. If no video has been stored into
the buffer you have selected, a black frame will be sent to the output.
• mode: Determines what happens when a frame of video is stored in the last buffer
in the list. When set to cycle, the buffer continues storing frames, starting over
with the first buffer. When set to stop, the buffer stops storing frames until a
trigger is received at the reset input.
• reset: Resets the Buffer actor so that the next frame of video will be stored into
the first buffer in the list. If the mode property is set to stop, triggering this input
will cause Buffer to capture frames again until the last buffer is reached.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Given a pair of x/y coordinates, outputs the angle between the two points.
Input Properties
• x1/y1: The x/y coordinate of the first point.
• x2/y2: The x/y coordinate of the second point.
• trigger: triggers the calculation of the angle and sends the result to the angle and
dist outputs.
Output Properties
angle x-y: Outputs the angle of rotation of the line defined by the two points
x1/y1 and x2/y2
dist: Outputs the distance between the two points.
Given a pair of x/y/z coordinates, outputs the angle between the two
points.
Input Properties
• x1/y1/z1: The x/y/z coordinate of the first point.
• x2/y2/z1: The x/y/z coordinate of the second point.
• trigger: Triggers the calculation of the angle and sends the result to the angle x-y,
angle x-z, and dist outputs.
Output Properties
angle x-y: Outputs the angle of rotation of the line defined by the two points
x1/y1 and x2/y2
angle x-z: Outputs the angle of rotation of the line defined by the two points
x1/z1 and x2/z2
dist: Outputs the distance between the two points.
For instance, if the camera is looking at a hand, and the hand was moving slightly,
the output of the Difference actor would look something like this.
When there is movement, the Difference actor makes more white pixels. When
there is no movement, the output of the Difference actor is almost black. Thus, the
more movement there is, the higher the value of the brightness output of Calc
Brightness.
But even when there is a lot of movement using this technique, the output value will
never reach 100 – as that would require a completely white frame. To help get a full
range of output, you can use the auto scaling feature of Calc Brightness.
Set the auto frames input to the number of frames you want to analyze (e.g., 150
frames is five seconds of 30fps NTSC video.) Then trigger the auto measure input,
and have the person or object seen in the video feed move both very slowly and
very fast. The auto measure function keeps track of the lowest and highest
brightness values measured, and once the measurement is complete, will start
automatically scaling its measurements so that the output should go from 0 to
100%.
Input Properties
• video in: The source video stream.
• auto frames: Specifies how many frames to examine when using the auto
measure function (see below)
• auto measure: when triggered, measures the brightness of the next n frames of
video (with n being specified by the auto frames input.) The minimum and
maximum brightness measured is then used to automatically scale the brightness
output for subsequent frames.
Output Properties
brightness: The brightness of the current frame of video, with a black frame
yielding a brightness of 0, a white frame yielding a brightness of 100, etc.
Converts a measure, beat and tick specification into a percentage that can
be used to set the play start or play duration parameters of a Midi Player.
The play start and play length properties in the Midi Player actor are specified as a
percentage of the MIDI file’s total length. There may be times, however, when you
want to specify these values in measures, beats and ticks. This actor allows you to
convert the time specified in measures, beats and ticks into a percentage appropriate
for the Midi Player.
Because each MIDI file may have a different time signature, you need to specify the
MIDI file.
Input Properties
• midi file: The number of the MIDI file you want to play, as shown in the Media
Panel. When the number of a valid movie is entered here, its name will appear to
the right of the number. It is important that the MIDI Play to which you are
connecting this actor references the same MIDI file.
• measure: the measure number, starting with measure 1. If you want to calculate
the play length parameter, use the add one to the measure number. I.e. if you want
to specify a duration of 6 measures, set this value to 7, because the distance
between measure 7 and measure 1 is 6 measures.)
• beat: the beat number, from 1 to the numerator of the MIDI file’s time signature.
• tick: the tick within the beat. The range of this value is specific to the MIDI file
that is being referenced.
• trigger: sends the resulting percentage to the output.
Output Properties
location: The location within the MIDI file, expressed as a percentage of its
total length. You can connect this output to the Midi Player’s play start or
play length inputs.
Capture Control
Properties
• channel: determines which live capture channel will be affected by this actor.
(See the Live Capture Settings window on Page 230 for more information on
configuring live capture.)
Start or stop recording the current live capture input (video and/or audio)
to disk.
The Capture To Disk actor allows you to start or stop recording the current capture
input to your computer’s hard drive as a QuickTime movie. After capture is
completed the newly recorded movie will appear in the Media Panel so that you can
play it using any of the Movie Player actors.
For more information on how to use this actor see the section “Capturing Video and
Audio To Disk” on Page 230.
Properties
• channel: determines which live capture channel will be affected by this actor.
(See the Live Capture Settings window on Page 230 for more information on
configuring live capture.)
• function: Determines the action taken:
start start recording to disk
stop stop recording to disk
• movie: Determines where the recorded movie will appear in the Media Panel.
When this property is set to add, then the newly recorded movie will be added
after the last movie currently in the Media Panel. When this property is set to a
number, then the movie currently at that location in the Media Panel will be
replaced by the new movie.
• trigger: Starts or stops recording, based on the setting of the function input
property.
Converts the first character of the input text to it’s decimal equivalent.
Input Property
• input: The text whose first character will be converted to a number.
Output Property
• output: Outputs the decimal value of the first character of the text received in the
input.
Input Properties
• video in: The source video stream.
• horz res max: Specifies the horizontal resolution of the output video stream. If
this number is greater than the horizontal resolution of the incoming video stream,
the resolution of the video stream will be used instead. Note that if the force 4:3
Input Properties
• video out: The cropped video stream.
Chopper (v1.1)
Input Properties
• video in: The source video stream.
• horz ctr: In tandem with vert ctr, specifies what portion of the incoming image
will be seen, from –100 to 100 percent. When set to 0, the cropped image is taken
from the center of the incoming video stream. As this number goes negative, you
will see more of the left side of the image. As it goes positive, you will see more
of the right side of the image.
• horz ctr: In tandem with horz ctr, specifies what portion of the incoming image
will be seen, from –100 to 100 percent. When set to 0, the cropped image is taken
from the center of the incoming video stream. As this number goes negative, you
will see more of the top side of the image. As it goes positive, you will see more
of the bottom side of the image.
• horz size: In tandem with the vert size and zoom inputs, determines the
horizontal resolution of the output video stream as a percentage of the incoming
video stream’s resolution.
• horz size: In tandem with the horz size and zoom inputs, determines the vertical
resolution of the output video stream as a percentage of the incoming video
stream’s resolution.
• zoom: In tandem with the horz size and vert size inputs, determines the horizontal
and vertical resolution of the output video stream by zooming the cropped portion
of the image by 0 to 1000%. Internally, the resolution of the incoming video
stream that will be seen is determined by the horz size and vert size parameters.
The result of this crop is then scaled by the zoom factor, which determines the
final output resolution. (See description above for more examples.)
Input Properties
• video out: The cropped video stream.
• horz: The horizontal resolution of the output video stream.
• vert: The vertical resolution of the output video stream.
“Keys” two video streams together, allowing the background video stream
to show through on the foreground wherever the foreground matches a
specified color or range of colors.
The Chroma Key module uses the color of the foreground image to determine
whether you see the foreground or background video stream at the output. This can
be commonly seen on television when the person delivering the weather appears to
be standing in front of a giant weather map. The person is actually in front of a pure
blue or green screen, and map is keyed into the blue or green area creating the
illusion.
In the Chroma Key actor, you determine the color to match by adjusting the key hue
property. The range of colors that will trigger the key is set by the hue width
property, and how saturated or pure the color must be is specified by the saturation.
The sharpness of the edge between the foreground and background image can be
adjusted using the softness property.
Here is an example.
• • •
• Foreground • Background • Output
For this example the red background of the wall provides a good solid color that we
can use to key the background image onto the foreground. Red translates to value of
0 in the key hue property. The hue width was set to 10, and the saturation was set to
66. Wherever the foreground image is red, the background image shows through in
the result. The edges between the foreground and background images is softened
somewhat because we set the softness property to 10.
Input Properties
• rgb fore: The foreground video stream. Areas of this stream will be seen when its
color does not fall within the key color specified by the key hue, hue width, and
saturation properties. If this stream is YUV, it will automatically be converted to
RGB.
• rgb back: The background video stream. Areas of this stream will appear
superimposed on the foreground when the foreground color matches the key color
specified by the key hue, hue width, and saturation properties. If you do not
connect any video stream to this input, it defaults to a black background. If this
stream is YUV, it will automatically be converted to RGB.
• key hue: Specifies hue of the color that will trigger the key, from 0 to 360.
• hue width: Determines the range of hues that will that trigger the key. If you have
a very clear, evenly lit color on which you want to key in the foreground, you
should be able to set this value fairly low – in the range of 5 or so. Otherwise, you
may have to increase this value to get a workable key.
• saturation: Specifies how saturated a color must be to trigger the key. Setting this
to high values requires that the color on which you want to key in the foreground
be almost pure, i.e. have very little white in it. Lowering this value allows less
pure (i.e. more pastel) colors to trigger the key.
• softness: Determines how “hard” the edge between the foreground and
background images is. Experiment to see what setting looks best.
• inverse: When turned off, the key functions normally. When on, the key is
inverted, i.e. where the foreground matches the key hue and saturation, the
foreground image is shown, where it doesn’t, the background image is shown.
Turning this property on can be useful if you intend to use the Chroma Key
module in coordination with the Eyes video tracking module, as only the object
with the matching color will appear at the output.
• alpha: When turned off, the output is a standard RGB video image with no
transparency. When turned on, the output image is encoded with an alpha channel
(ARGB) based, causing the image to be transparent where the foreground color
matches the key hue, hue width, and saturation inputs. (Or the inverse if the
Output Properties
• rgb out: The resulting keyed video image in RGB Format.
Clock
Outputs the local time and date, updated once every second.
Properties
• hour: The current hour from 0 to 23.
• minute: The current minute.
• second: The current second.
• day: The current day.
• month: The current month.
• year: The current year.
Color Maker
Color to RGB
Converts a color input to its individual red, green and blue component
values.
Input Properties
• color: Takes the color input from a color actor.
•
Output Properties
• red: outputs the red component value of the color received at the color input.
• green: outputs the green component value of the color received at the color input.
• blue: outputs the blue component value of the color received at the color input.
• • •
• Original • Red = 0 • Red = 100
• Green = –25 • Green = –50
• Blue = –100 • Blue = 0
Properties
• hue: The hue of the color, ranging from 0 to 360 degrees. Values to achieve some
of the primary colors are:
Red =0
Yellow = 60
Green = 120
Aqua = 180
Blue = 240
Purple = 300
Red = 360
• saturation: The purity of the color. 100 results in a pure color, lower values add
more white to the color, moving it towards a pastel.
• brightness: The brightness of the color. 100 is as bright as possible. Lower values
yield darker colors, with a value of 0 giving black.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• output: the result of the comparison. For the six different comparisons, the result
will be 1 when the comparison is true, 0 when it is false. Each of the comparisons
is performed as follows:
eq output is 1 if value1 equals value2, 0 otherwise
ne output is 1 if value1 does not equal value2, 0 otherwise
lt output is 1 if value1 is less than value2, 0 otherwise
le output is 1 if value1 is less than or equal to value2, 0 otherwise
gt output is 1 if value1 is greater than value2, 0 otherwise
ge output is 1 if value1 is greater than or equal to value2, 0 otherwise
• true: sends a trigger whenever the output property changes from false to true (i.e.
from 0 to 1).
• false: sends a trigger whenever the output property changes from true to false
(i.e. from 1 to 0).
Input Properties
• value: the value to be compared to the low and high value inputs
• low: the low value to which the value input will be compared.
• high: the high value to which the value input will be compared
Output Properties
• above: Changes from a 0 to 1 when value goes above the high input. Changes
from a 1 to 0 when value goes below the low input. When value is between low
and high , this output does not change.
• go above: sends a trigger when value goes above the high input
• go below: sends a trigger when value goes below the low input
Input Properties
• video in: The source video stream.
• in min: The minimum brightness from 0 to 100% – if the brightness of the
incoming video stream is below this value, it will be limited to this amount.
• in max: The maximum brightness from 0 to 100% – if the brightness of the
incoming video stream is above this value, it will be limited to this amount.
• out min: The minimum brightness of the output video stream from 0 to 100%.
• out max: The maximum brightness of the output video stream from 0 to 100%.
Input Properties
• video out: The manipulated video stream.
Control Watcher
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will seen by this watcher, from 1 to 16. You may specify a single port or
a range of ports.
• controller: Specifies the controller number or range of controller numbers that
will be seen, from 0 to 127.
Output Properties
When this watcher sees a Control Change message that falls within the range of
values specified by all of the input properties, the following values are sent out of
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: the message’s MIDI Channel.
• controller: the message’s controller number.
• value: the message’s controller value.
• trigger: sends a trigger each time a message is seen.
Counter
Input Properties
• mode: Determines how to constrain the output value when it exceeds minimum or
maximum. When set to limit, and an addition or subtraction is made to the output
value that would exceed minimum or maximum, the output value is limited to
these values. When set to wrap and the calculated value is less than minimum or is
greater than maximum, it “wraps around” to other extreme.
Output Properties
• output: The current output value of the counter.
Output Properties
• out: The cropped output.
Input Properties
• value in: The value to be scaled.
• min: The minimum value of the scaled output.
• max: The maximum value of the scaled output.
• X1: the horizontal coordinate of the first control point.
• Y1: the vertical coordinate of the first control point.
• X2: the horizontal coordinate of the second control point.
• Y2: the vertical coordinate of the second control point.
Output Properties
• value out: The scaled value.
The Data Array actor allows you to create a list of data, with each line in
the list made up of one or more numeric values. You may recall lines from
the list, add or insert new items, or remove or recall existing lines. The data
may be stored on disk in a standard, tab-separated text file that may be
exported from, or imported into, other applications.
We refer to the vertical and horizontal dimensions of the list using the terms lines
and items. For instance, this array
Input Properties
• file path: The full or partial path name for a text file where data can be retrieved
or stored. The file will be a standard text file, one line in the file for each line in
the Data Array. Full path names will begin with a forward slash (/) under MacOS
or with X:\ under windows (where X: is a drive letter; C:\, D:\, etc.) Paths that do
not begin in this way are considered to be partial path names specified relative to
the location of the Isadora document that contains this actor.
• r/w mode Determines if and when the text file specified by the file path property
will be automatically read from or written to disk. -- means do nothing on
activate, do nothing on deactivate. r- means read on activate, do nothing on
Deactivate Scene
Input Properties
• trigger: when a trigger is received on this input port, the secondary Scene
indicated by the mode and scene properties is deactivated.
• scene: indicates which Scene to deactivate. This field works in tandem with the
mode field. When mode is set to relative, the number in this field indicates the
scene to deactivate relative to the current scene. +1 would be the scene after this
scene, -1 would be the scene before this scene, +2 would be the second scene after
this scene, etc. When mode is set to absolute, the number in this field indicates a
Scene in the Scene List by its position, where 1 is the first scene in the list, two is
the second scene, etc.
When a valid scene has been specified in this property, its name will appear
after the number.
• mode: determines how the number in the scene property is interpreted. When this
property is set to relative the scene to be deactivated is relative to the position of
the current scene in the Scene List. When this property is set to absolute the Scene
to be deactivated is based on its position in the Scene List. See scene property
above for more information
Decay Generator
Generates a value that decays smoothly over time, and that can be bumped
up by specified amount each time the generator is triggered.
Input Properties
• inc trigger: when a trigger is received on this input, adds the value given in the
inc amt input property to the current output value.
• inc amt: the number that will be added to the current output value each time the
inc trig input is triggered, ranging from 0 to 100. Note that this amount is added
all at once, so the output value will jump up by this amount each time a trigger is
received.
• dec amt: the amount by which the output value is gradually decremented every
second, ranging from 0 to 100. Note that this value isn’t subtracted once per
second, but instead smaller amounts are subtracted at a much faster rate, resulting
in a smooth change of values at the output.
Output Properties
• value: the decaying output value, from 0 to 100.
There are two primary ways that you might use this generator. One is generate
simple ramps by setting the inc amt property to 100 and triggering the inc trig input.
Each time the Decay Generator receives a trigger, the output will jump to 100 and
gradually decay to 0. The amount of time that it takes to get to 0 is determined by
the dec amt property.
The other use for this generator is to generate a stream of values that stays high as
when triggers are received quickly enough, but eventually decays to zero if no
trigger is received for a long enough period of time. Try setting inc amt to 50 and
dec amt to 33. Click the inc trig value edit box several times. As you do, you’ll see
the output value jump up to 100. Then stop clicking. Over a period of three seconds,
Desaturate
Output Properties
• video out: the desaturated video stream.
Compares the previous and current frame of the video input stream,
generating a video stream that show areas that are different as a light color,
and areas that are similar as dark.
• • •
• Previous Frame • Current Frame • Difference
Above is an example. In the previous and current frames of video, the hand has
moved just slightly to the right. The brightest part of the resulting difference is the
edges, that is, where the image is most different. Parts that are similar (the palm for
instance) are darker.
Input Properties
• video in: the video input stream
• threshold: determines how different the previous and current frames must be
before you will see something in the video output stream. When set to higher
values, the difference between the two frames must be more profound before a
color will be appear in the video output stream.
Setting this property to higher values is useful to get rid of video “noise” (seen
as stray pixels at the output) that can be seen when the video input stream was
shot at low light levels.
• mode: When set to gray, the difference output is based on the overall brightness
of the current and previous video frames. In this mode, the output is shades of
gray. When set to color, the difference is calculated on the individual red, green,
and blue components that make up the video image. In this mode, the output will
be in color.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: the difference between the current and previous frames of video.
• • •
• Source Video • Displace Video • Displaced Vide
Input Properties
• source: The video input stream
• displace: Video stream whose brightness determines how far to shift the pixels of
the source video.
• amount: The strength of the displace effect, from 0 to 100%. The higher the
value, the more profoundly the pixels of the source video will be shifted.
• displace angle: Sets the angle of the line along which the pixels are shifted.
• offset: How far to offset the resulting image, from 0 to 100%. If the displace
video stream is too bright or too dark, the resulting video may go off the edge of
the stage. Adjust this value to bring the image back into view again.
• src-bkg: When turned on the source video is used as the background to the
displace image. When turned off the background is black.
Output Properties
• video out: The resulting displaced video output.
Dither
• • •
• Original • Colors = 2 – Res. = 100 • Colors = 4 – Res. = 100
• • •
• Colors = 16 – Res. = 100 • Colors = 256 – Res. = • Colors = 2 – Res. = 50
100
• • •
Input Properties
• video in: the video input stream
resolution: specifies the resolution of the intermediary buffer, from 0 to 100%
of the incoming video stream’s size. Lower values will pixelate the image
more.
• color: Specifies the number of colors in the intermediary buffer. Possible values
are 2, 4, 16, 256, and Thousands.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: the dithered video output.
Dots
• •
• video in • size = 4, mode = dots, color = off
Input Properties
• rgb in: The video input stream. If this stream is YUV, it will be automatically
converted to RGB.
• dot size: The size of the dots or boxes.
• mode: Either dots or boxes. When set to dots, the screen is circular. When set to
boxes, the screen is rectangular.
• color: When turned off, the output video stream is black and white. When turned
on, the color of the video input stream is preserved.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• rgb out: The resulting video output in RGB format.
Effect Mixer
• •
• video in 1 • video in 2
• •
• addmax
• addovr
• •
• subovr • submin
•
• or
Input Properties
• rgb in 1: The first video input stream. If this stream is YUV, it will automatically
be converted to RGB.
• rgb in 2: The first second input stream. If this stream is YUV, it will
automatically be converted to RGB.
• mode: One of addovr, addmax, subovr, submin, xor, or, mult, min, max, or delta.
More details of these operations are given above.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• rgb out: The combined video output in RGB format.
Properties
• value: The value to be sent when this actor’s Scene is activated.
• output: Outputs the value specified by the value input property when this actor’s
Scene is activated.
Envelope Generator
Generates values that ramp from one point to another over time. The range
of values are limited to 0 to 100; to use any range of numbers see the
Envelope Generator++ actor.
The envelope generator is useful in situations where you need a value that ramps
from a starting point to an ending point over a specific amount of time. Because you
can have up to nine segments in the ramp, each with their own starting value,
ending value, and rate, you can create envelopes that are fairly complex.
Input Properties
• trigger: When trig mode is set to all, triggers starts ramping the envelope from
the beginning. When trig mode is set to ind/one, starts ramping the next segment
of the envelope. (See trig mode) for more info.
Output Properties
• output: The value of the envelope as it moves through the segments, between 0
and 100.
• end trigger: sends a trigger at the end of the entire envelope, or at the end of a
segment depending on the setting of the trig mode property. (See trig mode above
for more information.)
Generates values that ramp from one point to another over time. The only
difference between this actor and the standard Envelope Generator is that
the range of values is not limited to fall between 0 and 100.
The envelope generator++ is useful in situations where you need a value that ramps
from a starting point to an ending point over a specific amount of time. Because you
can have up to ninety-nine segments in the ramp, each with their own starting value,
ending value, and rate, you can create envelopes that are very complex.
Input Properties
• trigger: When trig mode is set to all, triggers starts ramping the envelope from
the beginning. When trig mode is set to ind/one, starts ramping the next segment
of the envelope. (See trig mode) for more info.
• segments: Specifies how many segments are in the envelope, from 1 to 99. This
number determines how many pairs of rate and level input properties will be
found along the left edge of the actor.
• trig mode: specifies what will happen when a trigger is received at the trigger
input, and when triggers will be sent out of the end trigger output.
When this property is set to all and a trigger is received, the envelope starts
ramping from the first segment each time a trigger is received and continues
until the last segment is complete. At the completion of the last segment, a
trigger is sent out of the end trigger output.
When set to ind/one or ind/end, each trigger ramps the next segment of the
envelope. If no segments have been triggered yet, or if all the segments have
been triggered, then the ramping begins at the first segment. The difference
between ind/one and ind/end has to do with the end trigger output. When set
to ind/one, a trigger is sent out of the end trigger output at the end of each
segment. When set to ind/end the end trigger output is triggered at the
completion of the last segment.
• value 0: the starting value for the first segment.
• rate 1, rate 2, etc.: Determines the number of seconds that it takes to get from the
previous level to the next level. E.g., rate 1 specifies how long it takes to get from
level 0 to level 1.
Output Properties
• output: The value of the envelope as it moves through the segments.
• end trigger: sends a trigger at the end of the entire envelope, or at the end of a
segment depending on the setting of the trig mode property. (See trig mode above
for more information.)
Explode (v1.1)
• •
• Before • After
Input Properties
• video in: The video input stream.
• amount: Determines how “exploded” the image will be – higher numbers spread
the rectangles further from their original location.
Output Properties
• video out: The exploded image.
Eyes
Input Properties
• video: The source video input to be analyzed.
• columns and rows: Specifies the number of columns and rows in the grid used to
determine the object's location. Higher numbers give finer resolution, but this
does not necessarily mean that Eyes will track more accurately. Experimentation
is the key to finding the right values for these inputs.
• threshold: The brightness threshold. An object's brightness must be above this
value for Eyes to 'see' it. If the monitor is on, and the brightness is below this
value, that gird point will be drawn as black.
• inverse: Turn this property on to track the darkest point in the frame, instead of
the brightest.
• smoothing: When this property is greater than zero, the values sent out of the obj
ctr h, obj ctr v,obj size and velocity outputs will be “smoothed”, reducing the
amount of jitter as the object is tracked. Higher values smooth the outputs more.
Be cautious of setting this value too high, as the object center outputs will begin
to lag behind the object being tracked by a noticeable amount.
• watch col and watch row: Specifies a specific grid location that will be watched.
When an object enters this location, the enter output will send a trigger. When an
object leaves this location, the exit output will send a trigger.
• monitor: Turn this property on to see a monitor window inside the actor. This
will show you what the Eyes actor is seeing – this will help you to adjust the
threshold input. The red crosshairs show the center of the object, and the yellow
rectangle shows the “bounding box” of the object as it is tracked.
Output Properties
• tracking: Outputs a 1 when an object is being tracked. Otherwise, it outputs a 0.
• hit col: Reports grid column within which the last object was seen.
• hit row: Reports grid row within which the last object was seen.
• row /col chg: Sends a trigger whenever the grid row or grid column changes.
• enter: Sends a trigger whenever an object appears in the grid row and column
specified by the watch row and watch col inputs.
• exit: Sends a trigger whenever an object disappears from the grid row and column
specified by the watch row and watch col inputs.
• brightness: reports the overall brightness of the incoming video stream. A
completely black frame gives a value of 0, a completely white frame gives 100.
This input can be quite useful if you connect the Difference actor to the input, as
the more motion there is in the incoming video input the higher the output value
will be.
• obj ctr h and obj ctr v: Reports the center of the bounding box of the object
being tracked, from 0 to 100% of the frame width/height of the video frame. If the
smoothing input is set to a value greater than zero, this output will be smoothed as
it tracks the object, reducing the amount of jitter in this output.
• ctr offset h and ctr offset v: Reports the offset from obj ctr h and obj ctr v of the
centroid of the object being tracked, as calculated by its brightness, from 0 to
100% of the frame width/height of the video frame. If the smoothing input is set
to a value greater than zero, this output will be smoothed as it tracks the object,
reducing the amount of jitter in this output.
• obj size: Reports the size of the object, relative to the size of the video frame,
from 0 to 100%. This value is essentially the ratio of the area of the bounding box
to the area of the video frame.
• velocity: Reports the velocity of the object being tracked. The faster the object
moves, the higher this value.
Input Properties
• video: The source video input to be analyzed.
• objects: The maximum number of blobs that will be tracked. For instance, if you
this value to 3, Eyes++ will only track a maximum of three objects. In this case,
you would only use the blob 1, blob 2, and blob 3 outputs – blobs 4 through 16 will
never send any output since those blobs will never be used.
• h res and v res: Specifies the horizontal and vertical resolution of the image to be
tracked. Incoming video streams will be scaled to this size before attempting to
locate the blobs. Higher resolutions mean higher CPU usage, as hi-res images can
require a large of amount of processing to isolate the blobs.
• threshold: The brightness threshold. An object's brightness must be above this
value for Eyes++ to 'see' it. If the contrast between the objects being tracked and
the background is not very high, you may see the bounding box extend beyond
the actual edge of the object being tracked. In this case you would increase the
threshold to improve tracking.
• inverse: Turn this property on to track the darkest objects in the frame instead of
the brightest.
• median filt: Turn this property on to enable a median filter, which reduces noise
in the image. This may improve tracking, but will also increase CPU usage.
• bounds track: (EXPERIMENTAL!) If you turn this property on, Eyes++ will
only attempt to track one the biggest blob it finds. Instead of tracking multiple
blobs, it will attempt to break down the biggest blob into several constituent parts.
Output Properties
• img count: outputs the number of objects currently being track.
• brightness: Reports the overall brightness of the frame. Can be useful when
determining how close the objects are to the camera.
Filter
Input Properties
• value: The stream of incoming values
• frequency: The frequency with which new values will appear at the output
• stages: How many of the previous values will be remembered by the filter as it
calculates the new value
• decay: How long a value’s influence to decay to 0.
• scaling: Multiplies the output value by this number to provide a better range of
output values.
Output Properties
• output: The smoothed values.
Output Properties
• video out: The flipped video output stream.
Input Properties
• mode: Determines how to constrain the output value when it exceeds minimum or
maximum. When set to limit, and an addition or subtraction is made to the output
value that would exceed minimum or maximum, the output value is limited to
Output Properties
• output: The current output value of the counter.
Output Properties
• out: The resulting integer value.
Freeze
Freezes a video input stream by grabbing the current frame when triggered.
Input Properties
• video in: The video input stream.
• freeze: When turned off, the video input passes directly to the output. When
turned on, the video output will freeze.
• grab: When triggered, grabs the video current frame of video, and sends that
single frame of video to the frozen video output.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The frozen video output stream.
Gate
Allows or prevents values from passing from the input to the output.
When the gate input property is set to on, any value sent to the input will be sent on
to the output. When the gate property is set to off, values arriving at the input are
blocked and not passed to the output.
Input Properties
• gate: When the gate property is on, any value sent to the input will be echoed at
the output. When the gate property is off, values arriving at the input are blocked
and not passed to the output.
• in: Values that will be echoed to the output when the gate property is on.
Output Properties
• out: Echoes all values sent to the in input as long as the gate property is on.
Gaussian Blur
Output Properties
• rgb out: The blurred video output stream in RGB format.
Output Properties
• count: The number of media objects within the specified bin. If the bin doesn’t
exist, the output is zero.
Input Properties
• type: The media type of the bin whose objects will be counted. Can be video,
audio, midi, picture, or 3D.
• bin: The index of the bin within which the media object is located.
• item: The index of the bin within the specified bin.
Output Properties
• count: The absolute index of the specified media object, which can be passed to
an appropriate player actor to play the specified media. If no media object can be
found within the specified bin, the output value will be 0.
Receives values from an HID input defines in the Stream Setup window.
An HID or Human Interface Device is a type of computer device that interacts
directly with, takes input from, humans. The term HID most commonly refers to the
USB-HID specification. Common HIDs are Keyboard, Mouse, Trackball,
Touchpad, Pointing stick, Graphics tablet, Joystick, Gamepad, Analog stick,
Webcam and Headset.
Output Properties
• value: Outputs a value received from an HID input device.
• trigger: Sends a trigger each time a new value arrives.
•
Hold Range
Outputs the minimum and maximum value ever received on any input, and
the range between the two.
Input Properties
• reset: Resets the min, max and range outputs.
• inputs: Sets the number of value inputs, from 1 to 16.
• value 1, value 2, etc.: Whenever a value is received at any value input, it is
compared to the current minimum and maximum values. If it is less than
minimum or greater than maximum, the corresponding output is set and the range
output is updated to reflect the new range between minimum and maximum.
Output Properties
• min: The minimum value ever received on any of the value inputs.
• max: The maximum value ever received on any of the value inputs.
• range: The range between minimum and maximum, i.e. maximum - minimum.
•
•
Output Properties
• red: Outputs the red component value of the color specified by the hue,
saturation and brightness input.
• green: Outputs the green component value of the color specified by the hue,
saturation and brightness input.
• blue: Outputs the blue component value of the color specified by the hue,
saturation and brightness input.
Output Properties
• video out: The colorized video stream in RGB format.
which is the ASCII character set. Each character occupies 6 pixels across, and 8
pixels down. Because there are 67 characters across, the total size of this image is
67 x 6 = 402 pixels across by 8 pixels down.
Using the Picture Player to supply this image as an input to the tiles in input, you
would set tile cols to 67 and the tile rows to 1. Upon receiving this input, the Image
Tile actor would analyze the each tile, determining its brightness.
Finally, as frames of video arrive at the video in input, they would be broken down
into tiles of matching size (6 across, 8 down). Each of the tiles in the video in
stream is replaced by the tile from the tile in input whose brightness most closely
matches the original.
Using the ASCII character set example above, note the transformation of the image.
(Because the image is small, you may need to blur your eyes a bit to appreciate the
result – higher resolution images look better.)
• •
While this example was made using a still image, you can just as easily supply a
moving video to the tiles in input. The results in this case depend greatly on the
content of that video stream, but it can lead to interesting effects.
Input Properties
• video in: The video input stream to be tiled.
• tiles in: The video input that will be used to create the tiles. The height and width
of each tile are given by the 'tile cols' and 'tile rows' inputs.
• tiles across: The number of tiles across in the 'tile in' video stream.
• tiles down: The number of tiles down in the 'tile in' video stream.
• steps: The number of brightness steps to use when creating the final image.
Lower numbers produce a coarser resolution of brightness, higher numbers give
finer resolution.
• color: "When off, the color of the tiles used to create the final output is the same
as received at the 'tile in' input. When on, imposes the color of the source image
on the tiles. Turning this setting on may produce unusual colorization effects
when the 'tile in' image is not black and white.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The tiled video output stream.
Output Properties
• inside: Outputs a 1 when value is within the range specified by low and high.
Outputs a 0 otherwise.
• enter: Sends a trigger when the last value received at the value input was outside
the range specified by low and high, and the new value is inside this range.
• exit: Sends a trigger when the last value received at the value input was inside the
range specified by low and high, and the new value is outside this range.
Integer Counter
This actor was renamed to “Counter” in v1.3. Please refer to the
documentation for that actor.
Interlacer
Interlaces two video images by alternating copying rows from the two
incoming video streams.
Example input and output, with height and spacing parameters set to 5%
• •
• video 1 • video 2
•
• output
Input Properties
• video 1: A video stream to be interlaced with the stream arriving at the 'video 2'
input. If no vide stream is linked to 'video 2', this stream will be interlaced with
black.
• video 2: A video stream to be interlaced with the stream arriving at the 'video 1'
input.. If this input is left disconnected, black is used for the background.
• height: The height of each row copied from the 'video 1' input, expressed as a
percentage of the stream's height.
• spacing: The space between each row copied from the 'video 1' input, expressed
as a percentage of the stream's height. This space is filled with the image
appearing at the 'video 2' input, or black if no input is specified.
Output Properties
• output: The interlaced video output stream.
Jump
Properties
• trigger: When a trigger is received on this input port, the current primary Scene is
deactivated and the primary Scene indicated by the mode and jump properties is
activated.
• mode: Determines how the number in the jump property is interpreted. When this
mode is set to relative the scene to be activated is relative to the position of the
current scene in the Scene List. When this property is set to absolute the scene to
be activated is based on its position in the Scene List. See jump property below
for more information.
• jump: Indicates which scene to activate. This field works in tandem with the
mode field. When mode is set to relative, the number in the jump field indicates
the scene to activate relative to the current scene. +1 would be the scene after this
scene, -1 would be the scene before this scene, +2 would be the second scene after
this scene, etc. When mode is set to absolute, the number in this field indicates a
scene in the Scene List by its position, where 1 is the first scene in the list, two is
the second scene, etc.
• fade: Specifies an optional visual and aural cross fade between the current scene
and the scene that is the target of the jump
The visual result of the fade in depends on a number of factors: what video is
being rendered in the current scene, the setting of the blend and layer inputs in
the Projector actors that become active, etc. See the section “Compositing
with the Projector” on Page 169 for more information on taking advantage of
multiple projectors.
Properties
• mode: Determines how the number in the jump property is interpreted. When this
mode is set to relative the scene to be activated is relative to the position of the
current scene in the Scene List. When this property is set to absolute the scene to
be activated is based on its position in the Scene List. See jump property below
for more information.
• jump: Indicates which scene to activate. This field works in tandem with the
mode field. When mode is set to relative, the number in the jump field indicates
the scene to activate relative to the current scene. +1 would be the scene after this
scene, -1 would be the scene before this scene, +2 would be the second scene after
this scene, etc. When mode is set to absolute, the number in this field indicates a
scene in the Scene List by its position, where 1 is the first scene in the list, two is
the second scene, etc.
• fade out/ fade in: Specifies an optional visual and aural cross fade between the
current scene and the scene that is the target of the jump.
The fade out time specifies how long it will take the currently active scene to
fade to black. The fade in time specifies how long it will take the new Scene
to fade in from black.
The visual result of the fade in depends on a number of factors: what video is
being rendered in the current scene, the setting of the blend and layer inputs in
the Projector actors that become active, etc. See the section “Compositing
with the Projector” on Page 169 for more information on taking advantage of
multiple projectors.
• trigger: When a trigger is received on this input port, the current primary Scene is
deactivated and the primary Scene indicated by the mode and jump properties is
activated.
Input Properties
• num keys: Determines the number of keys that this watcher will see, from 1 to
32. Note that when you set this property, the Limit Min and Limit Max settings of
the key num output property will be reset to 1 and the value you just entered.
• key 1, key 2, etc.: The list of keys that this watcher will see. When typing a key
into this value edit box, you should enclose it in single quotes (‘), e.g., the letter B
is entered as ‘B’.
Output Properties
• key num: When a key is pressed on the computer keyboard that matches one of
the keys given in key 1, key 2, etc., outputs the position of that key in the list,
starting with 1 for the first key, 2 for the second, etc.
Keyboard Watcher
Output Properties
• key: When a key is pressed on the computer keyboard that matches the key or
range of keys specified in key range input, and it is traveling in a direction that
matches the direction input, that character associated with that key is sent out of
this output
Remember that you can link the output of the key watcher to the input of a
trigger, if you would simply like to trigger an event when the user presses a
key.
Input Properties
• udp addr: Specifies the UDP address to which the messages will be sent. This
should match the UDP address specified for your LanBox in the LCEdit program.
Input Properties
• video in: receives the video stream to be analyzed.
• udp addr: Specifies the UDP address to which the messages will be sent. This
should match the UDP address specified for your LanBox in the LCEdit program.
• udp port: Specifies the UDP port number to which the messages will be sent.
This should match the UDP address specified for your LanBox in the LCEdit
program.
• msg type: can be set to either write or publish. publish equates to the buffer
broadcast command (hex C9), write equates to the buffer write command (hex
CA). For more detailed information, please refer to the UDP documentation for
the LanBox
• buffer id: specifies the LanBox buffer to which the channel data will be written.
Limit-Scale Value
Limits the incoming value to a specified range, and then scales the output
to a different range.
The Limit-Scale Value actor performs the two actions implied by its name. First, it
limits the incoming value to the range specified by the limit min and limit max
inputs. It then scales the limited value to the range specified by the out min and out
max inputs.
This actor can be especially useful when you have a value that does not reach its
full range. By choosing a lower range of values for the limit min and limit max
inputs, you can get a full range of output.
For instance, if you were using a Sound Level Watcher, but the sound input level
only reached a maximum of 25 or so, you could set the limit max input of this actor
to 25. The incoming values would then be scaled from a range of 0-25 to 0-100.
Input Properties
• limit min: The minimum input value. Values arriving at the value input less than
this value will be set to this minimum.
• limit max: The maximum input value. Values arriving at the value input above
this value will be set to this maximum
Output Properties
• output: The limited and scaled output value. Note that the limit min and limit
max settings for this output are automatically updated when you change the out
min and out max input properties.
Limit Resolution
Scales the incoming video stream so that it does not exceed the specified
maximum horizontal and vertical resolution.
If the incoming video does not exceed the specified maximum resolution, the video
stream is unchanged. But if either the horizontal or vertical resolution is exceeded,
then the video stream will be scaled so that its resolution does not exceed the limits
in either dimension.
Input Properties
• video in: The source video stream whose resolution is to be limited.
• horz size: The maximum horizontal output resolution in pixels.
• vert size: The maximum vertical output resolution in pixels.
• force 4:3: When this parameter is on, changing the value of either the horz or
vert size input will automatically adjust the other input so that the ratio
between horizontal and vertical is 4:3.
Output Properties
• video out: The resulting video stream, scaled as required by maximum sizes
specified in the horz size and vert size inputs.
• out res h/v: Limited resolution.
Output Properties
• rgb out: The line superimposed at on the input video stream in RGB format.
Input Properties
• channel: Specifies the channel on which this Listener will receive values. This
actor will only “hear” values sent by Broadcaster actors who are broadcasting on
a matching channel.
• type: Specifies the type of data that will be received by this actor. Setting this
property controls the type of the value output property. Note that type conversion
will still take place if possible, e.g., if a float is received and this property is set to
integer, the floating-point value will be converted to an integer before it is sent to
the output.
Output Properties
• value: Whenever a value is received from a Broadcaster, it is sent out of this
output. Note that his output will change its data type to match that specified by the
type input property.
• trigger: Whenever a value is sent out of the value output property, this output
trigger is pulsed.
Lookup (v1.1)
Input Properties
• compare: Each time this value changes, it is compared to all values in the table. If
a match is found, the index of that value is sent to the index output and the trigger
output sends a trigger.
• mode: Determines what will happen if a value arriving at the compare input
cannot be found in the list of values specified by the value inputs. When set to no
match, the output index is set to 0 when a match cannot be found. When set to
match, the output index will be set only when the compare input matches one of
the values specified by the value inputs.
• values: Sets the number of values in the lookup table. Increase this value to add
input values, decrease it to remove input values.
• value 1, value 2, etc: The values in the lookup table.
Output Properties
• index: When the compare input changes, and a match is found in one of the value
inputs, sends the index of the value that was matched.
• trigger: When the compare input changes, and a match is found in one of the
value inputs, sends a trigger.
Loop Calculator
Input Properties
• type: Specifies the media type of the file to be controlled. Can be either ‘movie’
or ‘sound’.
• media file: Specifies the number of the media file for which the loop will be
calculated, as shown in the Media Panel. When the type input is set to movie,
Output Properties
loop dur: Connect this output to the play length input of a Movie Player or
Sound Player actor to adjust the length of the media’s loop based on the tempo
measured at the trigger input. Note that both the media file and rate specified
in this actor must match the corresponding values in the Movie or Sound
player that is being controlled for the loop duration value to be calculated
correctly.
Luminance Key
“Keys” two video streams together, allowing the background video stream
to show through on the foreground wherever the brightness of the
foreground is within a range of brightness.
The Luminance Key module uses the brightness of the foreground image to
determine whether you see the foreground video stream or background video stream
at the output.
In the Luminance Key actor, you determine the range of brightness by adjusting the
key top and key bottom properties. Where ever the brightness of the foreground
image is between these two values (0 being black, 100 being white, 50 being gray)
you will see the foreground image. When the brightness is outside this range, you
• • •
• Foreground • Background • Output
The dark background behind the dancer a good, consistent brightness (or
luminance) that we can use to key the background image onto the foreground. In
this example, the key top was set at 100, the key bottom was set at 5, and the
softness was set to 5. Wherever the brightness of the foreground image is inside the
range of 5% to 100% you see the foreground. Where it is outside this range (0% to
5%) the background image shows through. The edges between the foreground and
background images is softened somewhat because we set the softness property to 5.
To help you understand what brightness you are specifying with the key top and
key bottom values, there is a diagram displayed in the center of the actor that
represents those properties. It gives you graphic feedback by showing the range of
brightness that will allow you to see the foreground image. The slope at the top and
the bottom represents the softness property.
Input Properties
• foreground: The foreground video stream. Areas of this stream will be seen when
its brightness falls within the range specified by the key top and key bottom
properties.
• background: The background video stream will appear superimposed on the
foreground where the foreground brightness falls outside the range the key top
and key bottom properties. If you do not connect any video stream to this input,
the background defaults to black.
• key src: Specifies whether the foreground or background video stream will be
compared to the key top/key bottom inputs to used to create the “mask” for the
image.
• key top: Specifies the top of the range of brightness that will allow you to see the
foreground image. Used in conjunction with the key src input.
• key bottom: Specifies the bottom of the range of brightness that will allow you to
see the foreground image. Used in conjunction with the key src input.
Output Properties
• video out: The resulting keyed video image.
Math
• Sine = sin(x)
• Reciprocal = 1/x
• pi = 3.141592… (note: ignores input value)
• log(10) = log10(x)
• log(e) = loge(x)
• Hyperbolic Tangent = tanh(x)
• Hyperbolic Sine = sinh(x)
• Hyperbolic Cosine = cosh(x)
• Exponent(e) = e
x
• Cubed = x
3
Output Properties
• out: Indicates the resulting value.
Receives a list of values from one or more Matrix Value Send actors,
mixes the values (taking into account the intensity of the source Scene) and
outputs a text string representation of the result.
The Matrix Value Send and Receive actors together implement a flexible system to
control devices that have a large number of values/intensities that need to be
manipulated. Examples include DMX output devices, complex MIDI devices, audio
mixing consoles, etc.
Generally you would place the Matrix Value Receive actor in a secondary Scene
that is always active. (For more information on secondary Scenes, see the Activate
Scene actor on page 301.) Then, you would broadcast values to it from one or
Matrix Value Send actors in subsequent Scenes.
Each Matrix Value Send actor specifies a list of values, and each of these can be
sent to one or more of the Matrix Value Receive actor’s input channels. Consider
the following Matrix Value Send actor.
When you first create the actor, the default settings define a one to one mapping:
input 1 is output to channel 20, input 2 to channel 21, etc. Using this editor you can
map any input channel to any number of output channels. For instance, if you enter
21-23,25 to the right of input channel 5, then values are received on input channel 5
will be output to channels 21, 22, 23 and 25.
This feature is especially useful when outputting to DMX devices, as it essentially
implements a “soft patch” feature. This means, as you go from venue to venue and
the DMX dimmer numbers change, you need only edit the Channel Map in the main
Matrix Value Receive actor, and everything will work precisely as before.
Input Properties
• port: The receive port for this Matrix Value Receive; only messages from a
Matrix Value Send actor whose port is set to a matching number will be
recognized.
• min in chan: The minimum input channel number to be received by this actor;
any channel values sent by a Matrix Value Send actor that are less than this value
are ignored.
• max in chan: The maximum input channel number to be received by this actor;
any channel values sent by a Matrix Value Send actor that are greater than this
value are ignored.
• min out chan: The minimum output channel number to be output by this actor. If
you reference an output in the Channel Mapping Editor that is less than this
number, it will be ignored.
• max out chan: The maximum output channel number to be output by this actor.
If you reference an output in the Channel Mapping Editor that is less than this
number, it will be ignored.
• min out value: The minimum value for the generated output values. Input
channel values are always expressed as a percentage between 0 and 100%. This
Output Properties
• output: Text output in the form of a list of numbers generated each time a Value
Matrix message is received. See the prefix, num fmt, max digits, frac digits, lead
zeroes, separator, and postfix inputs for more information on controlling the way
in which this text is generated. If the individual output values are desired, use the
Text Parser actor to decode the output string.
• new msg: Sends a trigger each time a Value Matrix message is received and new
output has been generated.
Input Properties
• port: The port number to which Matrix Value messages will be broadcast. Only
Matrix Value Receive actors with a port matching this number will receive data
from this actor.
• master: The “master intensity” for values sent by this actor, from to 0 to 100%.
Set this to 100% to send the full value, or to a lower value to reduce the intensity
by the specified percentage.
• bump: When turned on, forces all values sent by this actor to 100 regardless of
the value input setting.
• values: Specifies the number of channel and value pairs that will be available in
this actor. Increasing this number will add more channel/value inputs; decreasing
it will remove them.
• channels 1, channels 2, etc.: A list of Matrix Value Receive input channels to
which values will be sent. For example, to send values to input channels 10, 11,
12, 15 and 17, you would enter 10-12,15,17. Values for these channels are sent
whenever any value input changes.
• value 1, value 2, etc.: The value to be sent to the Matrix Value Receive input
channels listed in the corresponding channels input. All values specified by this
actor are sent whenever any value input changes.
Example Matte
Horz Center = 13% Vertical Center = -12% Size = 50%
Input Properties
• foreground: The foreground video stream. After this stream will is scaled, it will
be matted on to the background video stream.
• background: The background video stream. The scaled foreground will be
matted on to this background.
• dst horz ctr: Sets the vertical center of the area within the background video into
which the source will be matted, from -100 to 100 percent of the background
video's width.
• dst horz size: Sets the horizontal size of the area within the background video
into which the source will be matted, from 0 to 100 percent of the background
video's width.
Output Properties
• video out: The resulting matted video image.
Matte++
Matte++ Example
Input Properties
• foreground: The foreground video stream. After this stream will is cropped and
scaled, it will be matted on to the background video stream.
• background: The background video stream. The cropped and scaled foreground
will be matted on to this background.
• src horz ctr: When src horz size is less than 100%, determines which part of the
image will be seen. Lower numbers move left within the source image, higher
numbers to the right.
• src horz ctr: When src vert size is less than 100%, determines which part of the
image will be seen. Lower numbers move up within the source image, higher
numbers to the down.
• src horz size: Determines the horizontal cropping of the source video stream,
from 0 to 100% of the source video stream's width. Lower numbers have the
effect of zooming in horizontally.
• src horz size: Determines the vertical cropping of the source video stream, from 0
to 100% of the source video stream's height. Lower numbers have the effect of
zooming in vertically,
• dst horz ctr: Sets the horizontal placement of the cropped source image specified
as a percentage of the background video stream's width, from –100 to +100.
• dst horz ctr: Sets the vertical placement of the cropped source image specified as
a percentage of the background video stream's height, from –100 to +100.
• dst horz size: Sets the vertical placement of the cropped source image specified
as a percentage of the background video stream's height, from –100 to +100.
• dst horz size: Sets the vertical size of the cropped source image, specified as a
percentage of the background video stream's height, from 0 to 100.
Output Properties
• video out: The resulting matted video image.
Outputs the maximum value that has been received since the last reset.
Input Properties
• reset: Resets the output to zero.
• inputs: Specifies the number of value inputs for this actor, from 1 to 16.
• value 1, value 2, etc.: When a value arrives at one of these inputs, it is compared
to the output. If it is greater than the output, the new value is stored and sent out
of the output port. If a value arrives that is less than the current value of the
output, nothing happens.
Output Properties
• max: The maximum value that has been received since the last reset.
Output Properties
• max: The current maximum value of all of the value inputs.
Converts a duration percentage for a specific video or sound file into a real
time value specified in seconds. The output of this actor can be connected
into any other actor that has an input measured in seconds – e.g., the
Envelope Generator, Trigger Delay, etc.
Input Properties
• type: Set to ‘video’ to reference a video file in the Media Panel; set to ‘audio’ to
reference a sound file.
• item index: The index of the video or sound file in the Media Panel.
• percentage: The percentage of the duration that will be converted into a real time
duration.
Output Properties
• time: For the specified video or sound file, the real time duration of the
percentage specified at the percentage input.
Converts a start time and duration, specified in seconds, to a loop start and
loop length percentage for a specific video or sound file. Allows you to
specify the loop start and loop length for a Movie or Sound Player actor
using real-time values.
Input Properties
• type: Set to ‘video’ to reference a video file in the Media Panel; set to ‘audio’ to
reference a sound file.
• item index: The index of the video or sound file in the Media Panel.
• start time: A start time, specified in seconds, to be converted into a loop start
percentage.
• duration: A duration, specified in seconds, to be converted into a loop length
percentage.
Output Properties
• time: For the specified video or sound file, the real time duration of the
percentage specified at the percentage input.
Midi Enable
Input Properties
• function: When set to disable, a trigger a the trigger input will disable all MIDI
input. When set to enable and a trigger is received, MIDI input is enabled.
• trigger: Enables or disables MIDI input when a trigger is received, depending on
the setting of the function input.
Input Properties
• midi file: The number of the MIDI file you want to play, as shown in the Media
Panel. When the number of a valid movie is entered here, its name will appear to
the right of the number.
• port: The MIDI port to which the file’s MIDI data will be sent. These port
numbers correspond to the Destinations shown in the MIDI Setup dialog.
• channel: When this value is set to 0, the channel given in the MIDI file itself is
used. If this value is set to a number between 1 and 16, all MIDI messages in the
file are forced to that channel.
• restart: When triggered, starts playing from the position specified by the play
start parameter.
Outputs the minimum value that has been received since the last reset.
Input Properties
• reset: Resets the output to MAX.
• inputs: Specifies the number of value inputs for this actor, from 1 to 16.
• value 1, value 2, etc.: When a value arrives at one of these inputs, it is compared
to the output. If it is less than the output, the new value is stored and sent out of
the min output port. If a value arrives that is greater than the current value of the
output, nothing happens.
Output Properties
• min: The minimum value that has been received since the last reset.
A green dot will appear next to the note that is currently sounding. If there is no
currently sounding note, the green dot will not be shown.
You can use you can use the Counter to drive the select input and send the notes
out in the order you have specified. Or use the Random actor to randomly select
the notes to be played.
Input Properties
• port: The MIDI port on which the message will be sent. These port numbers
correspond to the Destinations shown in the MIDI Setup dialog.
• channel: The MIDI Channel on which the message will be sent.
• velocity: The velocity for the next Note On message.
• select: When a new value arrives at this input, sends a MIDI Note On message
with the pitch given by the corresponding note input, i.e. if you input the value 3
here, a Note On message will be sent with the pitch given by the note 3 input
property
• quiet: Sends a note off message for any currently sounding notes.
• note 1, note 2, note 3: The pitches for the Note On messages to be sent, as chosen
by the select input.
Output Properties
• min: The current minimum value of all of the value inputs.
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
Output Properties
When this watcher sees a Control Change message that falls within the range of
values specified by all of the input properties, the following values are sent out of
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: the message’s MIDI Channel.
• pressure: the message’s pressure value.
• trigger: sends a trigger each time a message is seen.
Blurs a video stream by gradually adding in the input video stream while it
simultaneously darkens the existing output.
The net effect of Motion Blur is that things that are still in the image (i.e. the
background) look normal, but anything that is moving is blurred. Setting the accum
amt and decay amt determines the amount of blurring. Higher values mean less
blurring, lower values mean more. For best results, the accum amt and decay amt
inputs should be set to the same value. However, interesting results can be achieved
by setting them to two different values.
Technically, Motion Blur maintains an output buffer that is initially black. As each
new frame of video arrives at the video in input, a percentage of it, specified by the
accum amt input, is added to the buffer. Simultaneously, the output buffer is
darkened by an amount specified by the decay amt input.
Input Properties
• video in: The video input stream
• accum amt.: How much of the incoming video stream will be added to the buffer,
expressed as a percentage from 0 to 100%. Lower values mean that new frames of
video will have less influence on the existing image.
Output Properties
• video out: The blurred video output stream.
Mouse Watcher
MacOS Windows
cmd = d = alt = a = alt key
command key
ctl = c = control ctl = c = control
key key
opt = o = option win = w =
key windows key
shf = s = shift shf = s = shift
key key
Note that when you save a file on MacOS and read it under Windows the cmd
modifier becomes the alt modifier, and opt becomes win. The reverse is true
when you move from Windows to MacOS.
To enter a new set of modifiers, click on the modifiers value edit box and type
the codes for modifiers you desire separated by hyphens. (You can use either
the three letter or single letter modifiers when typing the new modifiers.) If
you wanted the watcher to only see the mouse move when the option and
command keys were down, enter opt-cmd and press enter.
Output Properties
• horz. pos: The horizontal position of the mouse, ranging between 0% and 100%.
This percentage is measured within the range specified in the limit horz input
property, not the entire width of the display. So, if the limit horz property was set
to 0-50, and the mouse was 25% of the way across the main display (i.e. halfway
between 0% and 50%) then horz pos. output would be set to 50.
• vert. pos: The vertical position of the mouse, ranging between 0% and 100%.
This percentage is measured within the range specified in the limit vert input
property, not the entire height of the display. So, if the limit vert property was set
to 50-100, and the mouse was 75% of the way down the main display (i.e.
halfway between 50% and 100%) then vert pos. output would be set to 50.
• trigger: Sends a trigger every time the horz. pos or vert. pos changes.
Input Properties
• movie: The number of the movie you want to play, as shown in the Media Panel.
When the number of a valid movie is entered here, its name will appear to the
right of the number.
Output Properties
• video out: The video stream produced by playing the movie.
• trigger: Sends a trigger each time a new frame of video appears at the video out
port.
• loop end: Sends a trigger each time a the end of the play segment is reached.
• position: Reports the current position within the play segment.
• text out: Output from a movie’s text track. See the text track input property for
more information.
• freq 1, freq 2, etc.: Output that reports the audio level within a specific
frequencies range. These outputs will only appear when the freq bands input
property is set to a value greater than zero. See freq bands input property for more
information.
Plays a movie directly to the stage, allowing control over its scaling,
position, and playback characteristics.
Movie Player Direct works in the same way as the more often used Movie
Player/Projector actor combination, except that it bypasses Isadora’s video
processing engine and renders the video directly to the Stages. This means that it
will give the highest possible frame rate when playing the movie, but that you won’t
be able to process the video stream with any other actors, nor will you be able to
fade it in, composite it with other video streams, etc.
See Movie Player actor above for a definition of the play segment, and other
characteristics that these two actors share.
Input Properties
• movie: The number of the movie you want to play, as shown in the Media Panel.
When the number of a valid movie is entered here, its name will appear to the
right of the number.
• visible: When turned on the movie plays and the resulting video stream is sent out
of the video out output. When turned off, the movie stops playing and is unloaded
from memory.
Output Properties
• loop end: Sends a trigger each time a the end of the play segment is reached.
• position: Reports the current position within the play segment.
• text out: Output from a movie’s text track. See the text track input property for
more information.
• freq 1, freq 2, etc.: Output that reports the audio level within a specific
frequencies range. These outputs will only appear when the freq bands input
property is set to a value greater than zero. See freq bands input property for more
information.
•
Plays a QuickTime VR movie to the stage, allowing control over its pan,
tilt, and zoom.
Movie Player VR only works with QuickTime VR movies. If you try to use it to
play a movie that is not a QuickTime VR movie, you won’t see any output.
Input Properties
• movie: The number of the movie you want to play, as shown in the Media Panel.
When the number of a valid movie is entered here, its name will appear to the
right of the number.
• visible: When turned on the movie plays and the resulting video stream is sent out
of the video out output. When turned off, the movie stops playing and is unloaded
from memory.
• pan: The pan (or rotation) of the movie, from 0 to 100 percent of its pan range.
• tilt: The tilt of the movie, from 0 to 100 percent of its tilt range
• zoom: The zoom (also known as field of view) of the movie, from 0 to 100
percent of its zoom range. Smaller numbers zoom out, larger numbers zoom in.
Output Properties
• video out: The video stream produced by playing the movie.
• trigger: Sends a trigger each time a new frame of video appears at the video out
port.
Allows you to trigger events based on incoming MIDI Time Code values.
Input Properties
• compare: Determines the comparison to be performed on the between the
incoming MIDI Time Code values and the value given in the mtc value input.
You may choose eq, ne, lt, le, gt, or ge, representing equal, not equal, less than,
less than or equal, greater than, greater than or equal.
• mtc value: The time code value to which the incoming time code will be
compared using the operation specified at the compare input.
Output Properties
• output: 1 when the comparison is true; 0 otherwise. E.g., if the compare input is
set to gt (greater than) and the incoming MIDI Time Code value is greater than
the value specified at the mtc value input, this output would be a 1.
• true: Sends a trigger whenever the result of the comparison changes from false to
true.
• false: Sends a trigger whenever the result of the comparison changes from true to
false.
Multi Blocker
Input Properties
• value in: The incoming stream of values.
• time: The minimum amount of time that must pass between values, given in
seconds. If two or more values arrive with less than this amount of time between
them, only the first value is sent to the output.
Output Properties
• value out: The filtered stream of values from the input, with at least the amount
of time specified by the time input property between them.
MultiMix (v1.1)
Input Properties
• video in 1-8: Video streams to be summed together.
Output Properties
• video out: The “summed” video output stream.
Input Properties
• video in: The incoming video stream.
• columns: The number of columns in the output grid, from 1 to 16.
• rows: The number of rows in the output grid, from 1 to 16.
• mode: When set to simul, the incoming video stream is copied to all of the grid
positions simultaneously. When set to scan each new frame that arrives at the
input is copied to the next position in the grid, moving from left to right and then
top to bottom.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The “tiled” video output stream.
Input Properties
• target id: When this input is set to 0, the message will be received by every
machine on the network. When it is non-zero, then only the machine whose Net
ID matches the specified value will receive the message. The Net ID can be set in
the Preferences under the “Net” tab.
• channel: Specifies the channel on which this value will be broadcast. Only
Listener actors whose channel input property the value specified here will “hear”
the broadcast.
• value: Whenever a numeric value is received at this input, it is broadcast over the
LAN with the target id and channel specified. Note that his input is mutable.
When you make the first link to this input, it will change its data type to match the
data flowing through the new link. (For more on mutable inputs or outputs, please
“Mutable Inputs and Outputs” on page 107.)
Watches for MIDI Note Off messages, outputting the values associated
with that message and sending a trigger when one is seen.
The Note Off Watcher can look for a specific Note Off message or a range of
messages depending on the setting of the input property values. When a message
meeting all of the criterion specified by input properties is seen, the values
associated with that message are sent out of the output ports and a trigger is sent out
of the trigger output.
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
• pitch: Specifies the MIDI pitch or range of pitches that will be seen, from 0 to
127 or C-2 to G8. (You can choose to see the pitches using their note names by
clicking on the title pitch next to the value edit box and choosing Actors >
Display > MIDI Note.)
• velocity: Specifies the velocity or range of velocities that will be seen, from 1 to
127. (A velocity of 0 means that this is a Note Off message, per the MIDI
Specification.)
For a Note Off message to be seen by this watcher, its values must fall within the
range of values for specified by all four of the input properties.
Output Properties
When this watcher sees a Note Off message that falls within the range of values
specified by all four of the input properties, the following values are sent to the
outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Note Off message’s MIDI Channel.
• pitch: The Note Off message’s pitch.
• velocity: The Note Off message’s velocity.
Note On Watcher
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
• pitch: Specifies the MIDI pitch or range of pitches that will be seen, from 0 to
127 or C-2 to G8. (You can choose to see the pitches using their note names by
clicking on the title pitch next to the value edit box and choosing Actors >
Display > MIDI Note.)
• velocity: Specifies the velocity or range of velocities that will be seen, from 1 to
127. (A velocity of 0 means that this is a Note Off message, per the MIDI
Specification.)
For a Note On message to be seen by this watcher, its values must fall within the
range of values for specified by all four of the input properties.
Output Properties
When this watcher sees a Note On message that falls within the range of values
specified by all four of the input properties, the following values are sent to the
outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Note On message’s MIDI Channel.
Converts a number into text, which may be received by any actor with a
text input, e.g., the Draw Text actor. (This actor was called “Number to
String” prior to v1.3)
Input Properties
• input: A number to be converted to text.
Output Properties
• output: The value specified by the input input property as text.
Input Properties
• channel: The channel on which messages will be received. Isadora has 32 input
channels, with OSC addresses ranging from /isadora/1 to /isadora/32. When
sending data from the other computer, you must transmit to the correct address for
the OSC Receive actor to see the data. For example, if channel is set to 5, then
messages received on the /isadora/5 OSC channel will be seen by this listener.
• type: This determines the type of the value output. When this is set to float, the
output type will be a floating-point number. When this is set to integer, the output
will be an integer. When this is set to text, the output will be text. Note that if you
select an integer and the other application sends a floating-point number, the part
after the decimal point will be discarded.
Output Properties
• value: When a value is received on the channel specified by the channel input, it
will be sent out of this output.
• trigger: sends a trigger whenever a value is sent out of the value output.
Input Properties
• udp addr: The IP address of the computer on which the target application is
running. You can use the special address localhost to send data to an application
running on the same computer as Isadora.
• port: The UDP port number on which the program is receiving data. Check the
target application to see the UDP port on which it is received.
• address: The OSC address to which the data will be sent. Check the
documentation for the target application to find out the names of the OSC
addresses it supports.
• use type: When turned on, the “type tag” information is sent along with the
packet. If you are sending data to another copy of Isadora, this flag must be
turned on – otherwise the other copy of Isadora won’t receive the messages.
• value: The value to transmit. Each time a new value arrives at this input, an OSC
packet with that value is transmitted to the UDP address, port, and OSC address
specified in the udp addr, port and addr inputs.
Overlay Box
Output Properties
• rgb out: The rectangle superimposed at on the input video stream in RGB format.
Panner
Pans left and right and/or up and down within a source video image.
Panner is the cousin of the Zoomer actor – the results are similar, but the way in
which you control the panning is slightly different. You start by giving the width
and height of the “source rectangle”, that is, the rectangle that determines how
much of the source image you will see. You can visualize this by looking at the
graphic in the center of the actor. The green area is the size of the frame, the light
green rectangle is the portion that you can see.
You then control the panning by manipulating the horz and vert properties. This
moves the source rectangle around within the source video image, controlling
which part of the source image you see at the output. Note that the lower the values
of the width and height properties, the more you will be able to pan. This is because
more of the source image is “left over” – again use the graphic in the center of the
actor to visualize this.
Input Properties
• video in: The video input stream.
Output Properties
• video out: The panned video output.
Only allows values to pass through to the output when they are within a
specified range.
Input Properties
• minimum: The low value to which the value input will be compared.
• maximum: The high value to which the value input will be compared.
• value: The value to be compared to the low and high value inputs.
Output Properties
• output: When a value arrives a the value input, and it is within the range specified
by minimum and maximum, the value is sent out of this output. If it is outside the
specified range, the incoming value is discarded.
Output Properties
• target fps: The target frame rate as set in the Isadora Preferences expressed in
frames per second (fps).
• fps: The average rate at which all stages are being updated, expressed in frames
per second (fps).
• cycles: The current cycle rate; the frequency with which Isadora is able to process
all active scenes, expressed in cycles per second.
• vpo: The current video processing overhead; this is the percentage of time that
Isadora spends performing video processing related tasks as compared to the
amount of time Isadora spends processing all tasks.
Picture Player
Generates a video stream from a picture imported into in the Media Panel.
The output of the picture player can be connected to any actor that has a video
input. Unlike the Movie Player, which sends a frame of video on a periodic basis
when the movie is playing, the Picture Player only sends a new frame of video
when 1) its Scene is activated, 2) its visible property goes from off to on, or 3) the
picture property changes from one valid picture to another.
Output Properties
• video out: The picture, converted into a video stream.
• trigger: Sends a trigger whenever a new picture is selected, when the visible
property goes from off to on, or when this actor’s Scene is activated.
Picture Preload
Preloads a range of pictures so that loading with the Picture Player actor
can start playback instantly.
Input Properties
• mode: This property can be set to either play or forever.
When set to play, the picture is kept in memory until a Picture Player actor
starts and then stops playing it. Once that actor stops playing the picture, it is
removed from memory.
When set to forever, the picture is kept in memory until it is preloaded again
with the mode set to play, or until Isadora quits. Use this option with caution!
It is easy to fill up your RAM with pictures that you no longer need to play.
• picture low: The number of the first picture to preload, as shown in the Media
Panel. If you want to preload only one picture, set the number of the picture you
want to preload and leave the picture high input set to 0. Otherwise, to specify a
range of pictures to preload, set this to the number of the first picture you want to
preload and the picture high input to the last sound. When the number of a valid
picture is entered here, its name will appear to the right of the number.
• picture high: The last picture in a range of pictures you want to preload. Use this
in conjunction with the picture low input to specify a range of pictures to be
loaded when a trigger is received at the preload input.
Watches for MIDI Pitch Bend messages, outputting the values associated
with that message and sending a trigger when one is seen.
The Pitch Bend Watcher can look for a message with a specific pitch bend value or
a range of bend values depending on the setting of the input properties. When a
message meeting the criterion specified by all of the input properties is seen, the
values associated with that message are sent out of the output ports and a trigger is
sent out of the trigger output.
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
• bend value: Specifies the pitch bend value or range of values that will be seen,
from 0 to 16383. 8192 is the center position of the pitch bend.
Note that for a Monophonic Pressure message to be seen by this watcher, its values
must fall within the range of values for specified by all three of the input properties.
Output Properties
When this watcher sees a Control Change message that falls within the range of
values specified by all of the input properties, the following values are sent out of
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Pitch Bend message’s MIDI Channel.
Allows you to specify the rotation of a 3D Object by using pitch, yaw and
roll angles.
When rendering 3D Models and other 3D objects, it is sometimes more convenient
to specify the rotation by specifying the roll, pitch and yaw angles of the object or
model. This actor converts the roll, pitch and yaw angles into an x/y/z rotation that
is can be used with several Isadora actors.
Input Properties
• mode: Specifies the order in which the three angles are applied. For instance,
p/y/r indicates that the pitch angle is applied first, then the yaw and finally the
roll. (This order is the most common.) Because different orders will produce
different rotations, Isadora allows you to specify the order using this input.
• pitch: The pitch angle. Using an airplane as a model, this input would control the
positive or negative inclination of the nose of the airplane, with positive values
pointing up and negative values pointing down.
• yaw: The yaw angle. Using and airplane as a model, this input would control the
direction of the airplane, with positive values turning to the right and negative
values turning to the left.
• roll: The roll angle. Using an airplane as a model, this input would control the
amount of rotation around the body of the airplane, with positive values rotating
clockwise and negative values rotating counter-clockwise.
Output Properties
• x/y/z rotation: The resulting x/y/z/ rotation based on the setting of the ‘mode’
input and the pitch, yaw and roll angles. These outputs can be passed to any
Isadora actor that has a the x/y/z inputs, notably the 3D Player actor.
Output Properties
• rgb out: The generated image in RGB format.
Output Properties
When this watcher sees a Polyphonic Pressure message that falls within the range of
values specified by all four of the input properties, the following values are sent to
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Polyphonic Pressure message’s MIDI Channel.
• pitch: The Polyphonic Pressure message’s MIDI Pitch.
• pressure: The Polyphonic Pressure message’s pressure.
• trigger: Sends a trigger each time a message is seen.
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
Output Properties
When this watcher sees a Program Change message that falls within the range of
values specified by all of the input properties, the following values are sent out of
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Program Change message’s MIDI Channel.
• prog num: The Program Change message’s program number.
• trigger: sends a trigger each time a message is seen.
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
• prog num: Specifies the program number or range of numbers that will be seen,
from 0 to 127.
Note that for a Program Change message to be seen by this watcher, its values must
fall within the range of values for specified by all three of the input properties.
Output Properties
When this watcher sees a Program Change message that falls within the range of
values specified by all of the input properties, the following values are sent out of
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Program Change message’s MIDI Channel.
Input Properties
• port: Specifies the MIDI Port on which the message must arrive to be seen. These
port numbers correspond to the ports shown in the MIDI Setup dialog. You may
specify a single port or a range of ports.
• channel: Specifies the MIDI Channel on which the message must be received
before it will be seen by this watcher, from 1 to 16. You may specify a single port
or a range of ports.
• prog num: Specifies the program number or range of numbers that will be seen,
from 0 to 127.
Note that for a Program Change message to be seen by this watcher, its values must
fall within the range of values for specified by all three of the input properties.
Output Properties
When this watcher sees a Program Change message that falls within the range of
values specified by all of the input properties, the following values are sent out of
the outputs:
• port: The MIDI Port on which the message arrived.
• channel: The Program Change message’s MIDI Channel.
• prog num: The Program Change message’s program number.
• trigger: sends a trigger each time a message is seen.
Input Properties
• video in: The video stream that will be shown on the stage.
• horz pos: Specifies the location of left edge of the image, expressed as a
percentage of the stage width. A value of 0 aligns the left edge of the image with
the left edge of the stage; positive numbers move the video image to the right and
negative numbers move it to the left.
• vert pos: Specifies the location of the bottom edge of the image, expressed as a
percentage of the stage height. A value of the 0 aligns the top edge with the top of
the stage; positive numbers move the video image up and negative numbers move
it down.
• width: The width of the rendered video image, expressed as a percentage of the
stage width.
• height: The height of the rendered video image, expressed as a percentage of the
stage height.
• zoom: The zoom factor of the projected video image, expressed as a percentage of
the stage size. 100 percent will project an image that fills the stage. Lower zoom
out (make the image smaller), higher numbers zoom in (make the image bigger).
• keep aspect: When turned on, the aspect of the incoming video stream will be
used to determine the aspect ratio of the rectangle into which the image is
Input Properties
• freq: The frequency at which the triggers will be sent, from .0001 to 999 Hz
(cycles per second.)
• run/stop: When set to on, the pulse generator runs normally. When set to off the
pulse generator is paused. It will continue counting time at the point it left when
the run/stop property is turned back on.
• reset: Resets the Pulse Generator’s internal time counter to 0. This means that it
will be at least one full cycle before the next trigger is sent.
• outputs: sets the number of output triggers on the right side of the actor. When
this value is greater than 1, each output will send a trigger, one after the other (i.e.
trigger 1, then trigger 2, etc.,) until the last output is triggered. Then the process
begins again with trigger 1.
When using multiple outputs, the actual frequency at a given output will be
less than that specified by the freq input – each will pulse at a frequency of
freq divided by outputs (E.g., with freq set to 1 Hz and outputs set to 3, each
output will pulse at a rate of 1 Hz divided by 3, or 0.3333 Hz.)
This feature is most useful when you want to trigger other Actors alternately
or sequentially.
Output Properties
• trigger 1, trigger 2, etc.: Sends a trigger at a rate determined by the freq input
property. If there is more than one output, each will be triggered sequentially, one
after the other.
Output Properties
• value out: Outputs a new random number each time the trigger input receives a
trigger.
Output Properties
• trigger: Sends a trigger when the message specified by the message input arrives
on the specified MIDI port.
Input Properties
• snapshot: The snapshot to recall when a trigger is received at the trigger input. If
this snapshot exists, it is recalled. If it doesn’t exist, nothing happens.
NOTE: The snapshot property is not restored when a snapshot is recalled.
This would change the value in this property when the actor recalled a
snapshot, which ends up being quite confusing.
• trigger: Recalls the snapshot specified by the snapshot property when a trigger is
received on this input.
Resizable Bkg
Input Properties
• bkg color: This determines the color of the output video stream. There are two
ways to specify the color: first, if you click on the colored square to the left of the
title bkg color, a standard color picker dialog will appear. Or, you may connect the
output of the Color Maker actor to the bkg color input.
• horz size: The horizontal output resolution in pixels.
• vert size: The vertical output resolution in pixels.
Output Properties
• video out: Outputs a solid color video stream at the specified resolution.
Input Properties
• video in: The RGB video stream to be converted to YUV.
video out: The input video stream, converted to YUV format.
Router
Input Properties
• select: Chooses the output to which data arriving at the in input will be routed.
• outputs: Specifies the number of outputs. Increasing this number adds more
outputs, reducing it removes outputs.
• in: Receives the data to be routed to one of the outputs.
Output Properties
• out 1, out 2, etc.: The number of outputs is specified by the outputs input
property. Data from the in input will be routed to the output number specified by
the select input property.
Scale Value
Output Properties
• output: The scaled output value.
Output Properties
• output: The video stream scaled to the specified horizontal and video resolution.
Scanner
Input Properties
• source video: The video input stream
• displace: Video stream whose brightness determines how far to shift the pixels of
the source video.
• amount: The strength of the displace effect, from 0 to 100%. The higher the
value, the more profoundly the pixels of the source video will be shifted.
• displace angle: Sets the angle of the line along which the pixels are shifted.
• offset: How far to offset the resulting image, from 0 to 100%. If the displace
video stream is too bright or too dark, the resulting video may go off the edge of
the stage. Adjust this value to bring the image back into view again.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The resulting displaced video output.
Input Properties
• intensity: Reports the current scene intensity from 0 to 100%
Input Properties
• select: Chooses which input will be routed to the output. This value can range
between 1 and the number of inputs specified by the inputs property.
• inputs: The number of value inputs available to be routed to the output.
• value 1, value 2, etc.: The value inputs that will be routed to the output.
Output Properties
• output: Passes on any value arriving at the input to the output specified by the
select input property.
Send Control
Input Properties
• port: The MIDI port to which to send the MIDI Show Control message will be
sent when triggered, from 1 to 16.
• device-id: The device-id of the target device for this MIDI Show Control
message.
• cmd format: The command format for this MIDI Show Control command.
• command: The command for the MIDI Show Control message. Changing this
input will change the number the number and type of available inputs to those that
are appropriate to the specified command.
• cue number: The cue number for the MIDI Show Control command.
Specific MIDI Show Control commands and the input parameters used by those
commands are listed below:
go, stop, resume, load, go-off, go-jam: cue number, cue list, cue path
timed-go: tc rate, cue number, cue list, cue path
set: ctl number, ctl value, hour, minute, second, frame, sub frame
fire: macro number
all-off: no parameters
restore: no parameters
reset: no inputs
standby+/-, sequence+/-, start clock, stop clock, zero clock, mtc chase on/off,
open/close cue list: cue list
set clock: hour, minute, second, frame, sub frame, cue list
open/close cue path: cue path
undefined: undefined inputs
Input Properties
• mode: The mode that determines how the parameter value will be specified,
which can be one of the following:
Send Note
Sends a MIDI message without any error checking for formatting each
time a trigger is received. The message may contain variable values.
To specify the contents of the raw MIDI message, double-click this actor's icon. A
dialog allowing you to edit the System Exclusive message will appear:
Input Properties
• port: The MIDI port on which the message will be sent. These port numbers
correspond to the Destinations shown in the MIDI Setup dialog.
• trigger: Sends the raw MIDI message each time a trigger is received on this
input.
• params: The number of variable parameter inputs. Increasing this number adds
parameter inputs, decreasing it removes them.
Sends raw data to the specified serial port. This actor has two modes: ‘text’
and ‘hex’.
Input Properties
• port: Specifies the serial port to which the data will be sent when triggered, from
1 to 8. This port is configured using the Serial Port Setup dialog found in the
Communications menu.
• mode: When set to ‘text’, the text received at the text input is sent directly to the
serial port. When set to ‘hex’, the text must consist of hexidecimal characters (0-
9, A-F). Each pair of characters is converted to its single byte equivalent and the
result sent to the serial port. The latter option is essential if you need to send data
that includes the value 0 within the block of data, as this is the marker for the end
of a text string.
• text: The text to send to the serial port, interpreted according to the ‘mode’
setting.
Send Sys Ex
Input Properties
• port: The MIDI port on which the message will be sent. These port numbers
correspond to the Destinations shown in the MIDI Setup dialog.
• trigger: Sends a MIDI System Exclusive message each time a trigger is received
on this input.
• params: The number of variable parameter inputs. Increasing this number adds
parameter inputs, decreasing it removes them.
• param 1, param 2, etc: variable value parameters that will be inserted into the
System Exclusive message. See description above for more about using variable
parameters.
Reads a fixed length binary data block from the specified serial port using a
user-specified pattern matching specification.
(Note: To read data consisting of variable length messages marked by a delimiter,
use the Serial In Watcher - Text actor.)
Values within the data are parsed and output from this actor according to a user-
specified pattern-matching specifier. To edit this specifier, double-click this actor’s
icon, and the editor will open. For documentation on parsing input streams, see
“Data Input Parsing” on page 251
Input Properties
• port: Specifies the serial port from which to receive data.
• enable: When turned on, reads all data from the serial port and attempts to match
the specified pattern. When turned off, ignores data from the serial port. This
should be used with caution as enabling this input in the middle of a message may
result in the data being read erroneously.
Output Properties
• trigger.: Sends a trigger when a valid message has been parsed and it matches the
pattern specified by the pattern-matching specifier.
• value outputs.: The output for one of the parsed values. (The names and number
of these outputs are based on the pattern-matching specifier.)
Reads a variable length data block from the specified serial port using a
user-specified pattern matching specification.
(Note: To read data consisting of fixed length messages with no delimiter, use the
Serial In Watcher - Binary actor.)
Values within the data are parsed and output from this actor according to a user-
specified pattern-matching specifier. To edit this specifier, double-click this actor’s
icon, and the editor will open. For documentation on parsing input streams, see
“Data Input Parsing” on page 251
Input Properties
• port: Specifies the serial port from which to receive data.
• enable: When turned on, reads all data from the serial port and attempts to match
the specified pattern. When turned off, ignores data from the serial port. This
should be used with caution as enabling this input in the middle of a message may
result in the data being read erroneously.
• eom char: The character that signifies the end of a message (i.e. eom = end of
message.) Whenever this character is received, the data accumulated in the buffer
Output Properties
• trigger.: Sends a trigger when a valid message has been parsed and it matches the
pattern specified by the pattern-matching specifier.
• value outputs.: The output for one of the parsed values. (The names and number
of these outputs are based on the pattern-matching specifier.)
Sequential Trigger
Output Properties
• trig 1, trig 2, etc.: The output triggers.
•
Output Properties
• rgb out: The shape superimposed at on the input video stream in RGB format.
Shimmer
Output Properties
• video out: The shimmered video stream.
Show-Hide Stages
Simultaneity
Sends a trigger when triggers from multiple inputs are all received within a
specified amount of time.
Often it is useful to trigger an action when multiple things happen “at once.” The
Simultaneity actor allows you to do this by sending a trigger if any only if a trigger
is received on all of its trigger inputs within a specified amount of time. By
adjusting the time frame property you can control how close the triggers must be
before a trigger is generated at the output.
Input Properties
• num trigs: The number of triggers that this actor will be looking for.
• time frame: The time frame within which all of the triggers must be received
before a trigger will be sent out of the trigger out output.
• trigger 1, trigger 2, etc.: The trigger inputs.
Output Properties
• trigger out: Sends a trigger when all of the trigger inputs have been triggered
within the amount of time specified by the time frame input property.
Scrolls one line or column of the source video from a vertical or horizontal
center point, creating an effect reminiscent of Doug Trumbull’s classic
seen at the end of 2001: A Space Odyssey.
This actor produces particularly interesting output when the source video stream has
an object or objects that move somewhat slowly through the frame. (Try it with
your face…)
Input Properties
• video in: The source video stream.
• center: The center point from which the video will scroll outward (when mode is
horizontal) or upward and downward (when mode is vertical), from 0% to 100%
• mode.: When set to horiz, the video scrolls out horizontally from the center point.
When set to vert, the video scrolls vertically from the center point.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The Slit Scanned video stream.
Smoother (v1.1)
Output Properties
• value out: The smoothed values.
Input Properties
• channel: The live audio input channel that will be measured. (See the Live
Capture Settings window on Page 230 for more information on configuring live
capture.)
• frequency: The center frequency to be monitored, specified in Hz. Used in
combination with the freq width and freq slope inputs.
• freq width: Specifies the width of the band of frequencies to monitor, centered
around the frequency specified by the frequency input.
• freq slope: Specifies how sharply the frequency response will fall off from the
center frequency to the width indicated by the freq width property.
• min level: The minimum level that must be exceeded before the energy level will
be sent to the energy output, from 0 to 100 percent.
• trig level: Whenever the measured energy level level goes above this value, a
trigger will be sent out of the trig output.
Output Properties
• energy: The amount of energy within the frequency band defined by the
frequency, freq width and freq slope inputs.
• trig: Sends a trigger whenever the energy level goes above the value specified by
the trig level input.
Input Properties
• channel: The live audio input channel that will be measured. (See the Live
Capture Settings window on Page 230 for more information on configuring live
capture.)
• left min level: The level that must be exceeded before the left volume level will
be sent to the left output, from 0 to 100 percent.
• right min level: The level that must be exceeded before the right volume level
will be sent to the left output, from 0 to 100 percent.
Output Properties
• left level: Sends the current volume level of the left sound input channel, from 0
to 100 percent. This output will change only when the level is above the value
specified in the left min input property. Note that, if the left min level is greater
than 0, this value is scaled – see above for details.
• right level: Sends the current volume level of the right sound input channel, from
0 to 100 percent. This output will change only when the level is above the value
specified in the right min input property. Note that, if the right min level is greater
than 0, this value is scaled – see above for details.
• left trig: Sends a trigger whenever the left volume level goes above the left trig
level.
• right trig: Sends a trigger whenever the right volume level goes above the right
trig level.
Input Properties
• movie: The number of the movie you want to play, as shown in the Media Panel.
When the number of a valid movie is entered here, its name will appear to the
right of the number. Note that it is possible to choose a movie that also contains
video, but you will not be able to access the video from this movie.
• on/off: When turned on the movie plays and the resulting video stream is sent out
of the video out output. When turned off, the movie stops playing and is unloaded
from memory.
• speed: The speed of the movie, from –10 to 10 times normal speed. The default
setting is 1.0, which plays the movie forward at normal speed. 0.5 would play the
movie forward at half speed. A setting of 2.0 plays the movie forward at twice
normal speed. Negative values play the movie in reverse.
• position: Whenever a value arrives at this input, the Sound Player jumps to the
specified position within the play segment. (The play segment is defined by the
play start and play length properties – see below.) This parameter is expressed as
a percentage of the play length, from 0 to 100.
• play start: Determines the starting point of the play segment (the portion of the
movie that will play) as a percentage of the movie’s total length, ranging from 0
to 100.
• play length: Determines the length of the play segment (the portion of the movie
that will play) as a percentage of the movie’s total length, ranging from 0 to 100.
• loop enable: If this property is turned off, the play segment will play once each
time the Sound Movie Player’s Scene is activated, or when its on/off property is
turned on. If this property is on, once the movie starts playing it will continue by
looping back to the start of the play segment when the end of that segment is
reached.
• preload: When this input is triggered, the movie’s sound data is “prerolled” so
that you can achieve an instantaneous start when turning the on/off property on.
Note that the on/off property must be off for preload to work. If the movie is
playing, triggering this input has no effect.
• freq bands: Enables/disables monitoring of the audio level of this movie’s
soundtrack at specific frequencies. If set to zero, frequency monitoring is
disabled. Setting the freq bands to a number greater than zero, will divide the
audio frequency range into the specified number of bands adding an output for
each one. These outputs will report the energy level for within that band. For
example, if the movie’s sampling rate is 48 Khz and you set this input to 5, the
Output Properties
video out: The sound output routing for this track’s audio.
‘std’ = built in output.
‘e1-2’ = output on external sound device channels 1 and 2.
‘e3-4’ = output on external sound device channels 3 and 4.
If no external device is present when the movie is played, or if that device
does not have the requested channels, the sound will be sent to the built-in
interface. See the section “Using External Multi-Channel Sound Output” on
Page 191 for more information.
• trigger: Sends a trigger each time the loop end is reached.
• loop end: The current play back position, given a as a percentage of the movie’s
total duration from 0 to 100. The percentage is not affected by the loop start or
loop length parameters.
• position: Monitors the audio level within specific frequencies range. See freq
bands input for more info.
• freq 1, freq 2, etc.: Output that reports the audio level within a specific
frequencies range. These outputs will only appear when the freq bands input
property is set to a value greater than zero. See freq bands input property for more
information.
Plays a sound to the computer’s sound output, allowing control over its
playback characteristics
There are four main things that you can control when manipulating the playback of
a sound: its volume and panning, its speed, the portion of the sound that will play
(and whether or not that portion will loop), and the channel on which it will play.
The portion of the sound that will play, is called the play segment. The play
segment is determined by the play start and play length properties, both of which
are expressed as a percentage of the sound’s total length. The play length indicates
how long the play segment will be, while the play start specifies where that chunk
will start. For example, with a sound that was 60 seconds long, a play start of 50%
and a play length of 10% would indicate that the play segment would start 30
seconds into the sound and be 6 seconds long. You can choose to play this segment
continuously by turning the loop enable property on.
The green bar at the bottom of the actor shows the play segment in bright green.
The thin yellow line that moves across that bright green bar indicates the current
sound position.
The play channel determines the sound channel on which the sound will play. At
any given moment, only one sound can play on a given sound channel. This means
that if you start playing one sound on a given channel and then play a different
sound on the same channel, the second sound will interrupt playback of the first. To
be able to hear two sounds play simultaneously, you must send them to different
channels. You can leave the play channel set to 0 to use any available channel.
IMPORTANT: When a sound is being played and manipulated by the Sound
Player, it is loaded entirely in your computer’s Random Access Memory (RAM.)
The Sound Player is not the best choice when playing extremely long sound clips as
it may cause you to run out of RAM and they can take a long time to load. A better
Input Properties
• sound: The number of the sound you want to play, as shown in the Media Panel.
When the number of a valid sound is entered here, its name will appear to the
right of the number.
• play channel: The channel on which the sound will be played, from 1 to 16. Note
that to play two sounds simultaneously, they must be on different channels.
• restart: Starts playing the sound from the beginning of the play segment.
• speed: The speed of the movie, from –10 to 10 times normal speed. The default
setting is 1.0, which plays the movie forward at normal speed. 0.5 would play the
movie forward at half speed. 2.0 plays the movie forward at twice normal speed.
Negative values play the movie in reverse.
• volume: Sets the volume of the Movie’s sound track, if one is present. Expressed
as a percentage of the sound track’s normal volume.
• pan: Controls the panning of the sound, from 0 to 100. 0 is left, 100 is right, 50 is
center.
• play start: Determines the starting point of the play segment (the portion of the
movie that will play) as a percentage of the movie’s total length, ranging from 0
to 100.
• play length: Determines the length of the play segment (the portion of the movie
that will play) as a percentage of the movie’s total length, ranging from 0 to 100.
• loop enable: If this property is turned off, the play segment will play once each
time the Sound Player’s Scene is activated, or when its restart property receives a
trigger. If this property is turned on, once the sound starts playing it will continue
by looping back to the start of the play segment when the end of that segment is
reached.
• crossfade: When set to a value greater than zero, and when the loop enable
property is turned on, crossfades the audio when looping from the end of the play
segment to the beginning. ) Often there is a noticeable click when looping. By
using a crossfade, the click can be reduced or even eliminated. This property is
specified in audio samples. (At a sampling rate of 44100 Hz, a value of 4410
would be 1/10 of a second.
th
• chunk enable: Enables the “chunking” feature. When chunking is active, the
sound player will play the number of samples specified by the chunk size
property. Then, it will skip the number of samples specified by the chunk skip
property, and start playing the next chunk. Depending on the settings of the size
and skip properties, you will get sounds that vary from slightly distorted to
Sound Preload
Preloads a sound or range of sounds into memory so that the Sound Player
can start playback instantly.
Sounds played by the sound player are loaded into your computer’s Random Access
Memory (RAM) so that they can be efficiently manipulated. This is fine, except that
when using the Sound Player to play a particularly long sound, there can be a
noticeable delay from the time you trigger the restart property until you hear the
sound. This is usually because of the time it takes to read the sound into RAM from
disk.
The Sound Preload actor allows you to avoid this delay by loading sounds into
RAM in anticipation of their later playback.
Input Properties
• preload: Preloads the specified sound when a trigger is received.
• mode: This property can be set to either play or forever.
When set to play, the sound is kept in memory until a Sound Player actor
starts and then stops playing it. Once that actor stops playing the sound, it is
removed from memory.
When set to forever, the sound is kept in memory until it is preloaded again
with the mode set to play, or until Isadora quits. Use this option with caution!
It is easy to fill up your RAM with sounds that you no longer need to play.
• sound low: The number of the first sound you want to preload, as shown in the
Media Panel. If you want to preload only one sound, set the number of the sound
you want to preload and leave the sound high input set to 0. Otherwise, to specify
a range of sounds to preload, set this to the number of the first sound you want to
preload and the sound high input to the last sound. When the number of a valid
sound is entered here, its name will appear to the right of the number.
• sound high: The last sound in a range of sounds you want to preload. Use this in
conjunction with the sound low input to specify a range of sounds to be loaded
when a trigger is received at the preload input.
Input Properties
• channel: The live audio input channel that will be measured. (See the Live
Capture Settings window on Page 230 for more information on configuring live
capture.)
• left min level: The level that must be exceeded before the left volume level will
be sent to the left output, from 0 to 100 percent.
• right min level: The level that must be exceeded before the right volume level
will be sent to the left output, from 0 to 100 percent.
Output Properties
• left level: Sends the current volume level of the left sound input channel, from 0
to 100 percent. This output will change only when the level is above the value
specified in the left min input property. Note that, if the left min level is greater
than 0, this value is scaled – see above for details.
• right level: Sends the current volume level of the right sound input channel, from
0 to 100 percent. This output will change only when the level is above the value
specified in the right min input property. Note that, if the right min level is greater
than 0, this value is scaled – see above for details.
• left trig: Sends a trigger whenever the left volume level goes above the left trig
level.
• right trig: Sends a trigger whenever the right volume level goes above the right
trig level.
Sprite
Input Properties
• sprite: The source video stream that will be rendered on to the background
stream.
• background: The video stream on to which the sprite will be rendered.
• dst horz ctr: Sets the horizontal center of the sprite within the background, from -
100 to 100 percent of the background video's width. 0 is in the center of the
image.
• dst horz ctr: Sets the vertical center of the sprite within the background, from -
100 to 100 percent of the background video's height. 0 is in the center of the
image.
Output Properties
• video out: The background video stream with the “sprite” superimposed upon it.
Note that this actor is local to the scene in which it is placed. For each scene that
requires a background color, erase, or feedback feature will need one of these
actors. When cross fading between scenes that both contain a Stage Background
actor, Isadora will cross fade all of the parameter values to provide a meaningful
transition.
Input Properties
• stage: Specifies which stage will be affected by this actor.
• bkg color: Specifies the background color that will be used when rendering the
specified Stage.
• erase: When turned on, the stage erases itself before each rendering cycle. When
turned off, the stage is not erased, and any moving imagery will generate trails
over time.
• fb intensity: When greater than zero, the contents of the specified Stage will be
“fed back” to itself using the other feedback parameters described below to scale,
offset and rotate the image. When this input is set to zero, feedback is disabled.
• fb scale h: determines how much the image is zoomed horizontally on each
feedback cycle. Values greater than 100 make the image look like it is moving
towards you; values less than 100 make it look like it is moving away.
• fb scale v: determines how much the image is zoomed vertically on each
feedback cycle. Values greater than 100 make the image look like it is moving
towards you; values less than 100 make it look like it is moving away.
• fb offset h: determines how much the image is offset horizontally on each
feedback cycle. Values less than zero move to the left; values greater than zero
move to the right.
• fb offset v: determines how much the image is offset vertically on each feedback
cycle. Values less than zero move up; values greater than zero move down.
• fb rotation: determines how much the image is rotated on each feedback cycle.
Values less than zero rotate counter clockwise; values greater than zero rotate
clockwise.
Outputs the current position of the mouse within one of Isadora’s six
stages, optionally choosing to see changes in position only when specific
modifier keys are held down. It may also be used to sense left and right
clicks on the stage, and horizontal or vertical changes in the mouse wheel.
Input Properties
• stage: Specifies which stage the mouse must be over for this watcher to see
mouse movements.
• modifiers: Specifies the modifier keys that must be held down before mouse
movement will be seen by this watcher. Options include:
MacOS Windows
cmd = d = alt = a = alt key
command key
ctl = c = control ctl = c = control
key key
opt = o = option win = w =
key windows key
shf = s = shift shf = s = shift
key key
Note that when you save a file on MacOS and read it under Windows the cmd
modifier becomes the alt modifier, and opt becomes win. The reverse is true
when you move from Windows to MacOS.
To enter a new set of modifiers, click on the modifiers value edit box and type
the codes for modifiers you desire separated by hyphens. (You can use either
the three letter or single letter modifiers when typing the new modifiers.) If
you wanted the watcher to only see the mouse move when the option and
command keys were down, enter opt-cmd and press enter.
Output Properties
• left mouse down: Sends a trigger when the left mouse button is clicked within the
stage specified by the stage input property.
• left mouse up: Sends a trigger when the left mouse button is released after it was
clicked within the stage specified by the stage input property.
• right mouse down (v1.3): Sends a trigger when the right mouse button is clicked
within the stage specified by the stage input property.
• right mouse up (v1.3):: Sends a trigger when the right mouse button is released
after it was clicked within the stage specified by the stage input property.
• inside stage: Sends on when the mouse is inside the specified stage or off when it
is outside the stage.
• wheel delta x (v1.3): Sends a value whenever the mouse wheel or scroller is
moved in the horizontal direction. Simultaneously, the wheel changed output will
send a trigger.
• wheel delta y (v1.3):: Sends a value whenever the mouse wheel or scroller is
moved in the vertical direction. Simultaneously, the wheel changed output will
send a trigger.
• wheel changed (v1.3): Sends a trigger whenever the wheel delta x or wheel delta
y values change.
• horz. pos: The horizontal position of the mouse, ranging between 0% and 100%.
This percentage is measured within the range specified in the limit horz input
property, not the entire width of the stage. So, if the limit horz property was set to
0-50, and the mouse was 25% of the way across the stage (i.e. halfway between
0% and 50%) then horz pos. output would be set to 50.
• vert. pos: The vertical position of the mouse, ranging between 0% and 100%.
This percentage is measured within the range specified in the limit vert input
property, not the entire height of the stage. So, if the limit vert property was set to
50-100, and the mouse was 75% of the way down the stage (i.e. halfway between
50% and 100%) then vert pos. output would be set to 50.
• trigger: Sends a trigger every time the horz. pos or vert. pos changes.
String (v1.1)
This actor was renamed “Text” in v1.3. Please refer to the documentation
for that actor.
Table
Output Properties
• value out: The value from the table as chosen by the select input.
Store a new snapshot of the input values of all actors in the current scene
when triggered.
This actor simulates choosing Take Snapshot command from the Scenes menu.
For more on Snapshots, see the section entitled “Storing and Recalling Scenes With
Snapshots” on page 126.
Input Properties
• trigger: A new snapshot of the input values of all actors in the current scene is
taken when this input is triggered. The new snapshot will appear at the end of the
snapshot list at the top of the Scene Editor window.
Tap Tempo
Output Properties
• bpm out: The tempo in beats per minute.
• hertz out: The tempo in Hertz, or cycles per second.
Reads a fixed length binary data block from the specified stream id using a
user-specified pattern matching specification.
(Note: To read data consisting of variable length messages marked by a delimiter,
use the TCP In Watcher - Text actor.)
Values within the data are parsed and output from this actor according to a user-
specified pattern-matching system. To edit this parsing specifier, double-click this
actor’s icon, and the editor will open. For documentation on parsing input streams,
see “Data Input Parsing” on page 251
Input Properties
• stream id: Specifies the TCP stream from which to receive data.
• enable: When turned on, reads all data from the TCP stream and attempts to
match the specified pattern. When turned off, ignores data from the TCP stream.
This should be used with caution as enabling this input in the middle of a message
may result in the data being read erroneously.
• msg len: The length of the data blocks to be received by this watcher. Each time
the specified number of bytes arrives on the specified TCP stream, an attempt will
be made to use the pattern matching specifier to decode the incoming data.
• timeout: Specifies a timeout for the input buffer. If more than this amount of time
passes between receiving any two bytes, the input buffer will be cleared and the
incoming message length count reset to zero.
• reset: Clears the input buffer when triggered and resets incoming message length
count is reset to 0.
Output Properties
• msg rcv: Sends a trigger when a valid message has been parsed and it matches
the pattern specified by the parsing string.
• value outputs.: The output for one of the parsed values. (The names and number
of these outputs are based on the pattern-matching specifier.)
Reads text based data from the specified TCP stream using a specified
parsing string.
(Note: To read data consisting of fixed length messages with no delimiter, use the
TCP In Watcher - Binary actor.)
Values within the data are parsed and output from this actor according to a user-
specified pattern-matching specifier. To edit this parsing specifier, double-click this
actor’s icon, and the editor will open. For documentation on parsing input streams,
see “Data Input Parsing” on page 251
Input Properties
• stream id: Specifies the TCP stream from which to receive data.
• enable: When turned on, reads all data from the serial port and attempts to match
the specified pattern. When turned off, ignores data from the TCP stream. This
should be used with caution as enabling this input in the middle of a message may
result in the data being read erroneously.
• eom char: The character that signifies the end of a message (i.e. eom = end of
message.) Whenever this character is received, the data accumulated in the buffer
is parsed using the pattern-matching specifier, and values are sent to the outputs if
a match is successfully made.
Output Properties
• msg rcv: Sends a trigger when a valid message has been parsed and it matches
the pattern specified by the parsing string.
• value outputs: The output for one of the parsed values. (The names and number
of these outputs are based on the pattern-matching specifier.)
Input Properties
• stream id: Specifies the TCP stream to which the data will be sent.
• trigger: When a trigger is received on this port, the data is sent to the specified
port.
• params: The number of variable parameter inputs. Increasing this number adds
parameter inputs, decreasing it removes them.
• param 1, param 2, etc: Variable values that can be inserted into the output data
as specified by the formatting specifier. See “Data Output Formatting” on page
260 for more information on how to format the data from these inputs.
The param inputs of this actor are mutable. Each will change its data type
when a link is first made. Each becomes mutable again if all links are
disconnected. (For more on mutable inputs or outputs, please “Mutable Inputs
and Outputs” on page 107.)
Outputs text of arbitrary length when triggered. (This actor was called
“String” prior to v1.3.)
To define the text that will be sent by this actor, double-click it. The Text Entry
dialog will open, allowing you to type or paste as much text as you like into the
actor. You can also generate text that includes formatted input parameters using the
Text Formatter actor found on page 487.
Input Properties
• trigger: Sends the text specified in the Text Entry dialog to the output.
Output Properties
• out: When a trigger is received at the input, sends the text defined in the Text
Entry dialog to the output.
Text Chopper
Copies a specified number of characters or lines from the input text and
sends the result to the output. The mode input determines which portion of
the text will be copied.
Input Properties
• mode: The mode can either be first char, last char, inner char, first line, last line
or inner line. When using first or last modes the number of characters or lines as
specified by the count input, will be chopped from the beginning or the end of the
text respectively. When using ‘inner’ the specified number of characters or lines
will be copied from the starting position specified by the start input.
• count: The number of characters or lines to chop from the input text. See the
mode input for more information about which portion of the input text will be
chopped.
Output Properties
• output: Outputs the ‘chopped’ text whenever the input changes.
Input Properties
• rgb in: The video stream on which the text will be superimposed. You can leave
this input disconnected if you would like the text to appear on a black
background. If this stream is in the YUV format, it will automatically be
converted to RGB.
• text: The text to be display. This can be received from any actor that outputs text.
• horz pos: The horizontal center of the text, specified as a percentage of the width
of the frame, from –100 to 100 percent.
• vert pos: The vertical center of the text, specified as a percentage of the height of
the frame, from –100 to 100 percent.
• font height: This is given as a percentage of the output stage height, from 0 to
1000. Theoretically, a value of 100 would produce text whose capital letters are
the same height as the stage. In practice, because of the need for descenders (like
Output Properties
• rgb out: The text, drawn using the specified font, size, alignment, leading and
color, superimposed upon the video stream connected to the video in port. Output
in RGB format.
Generates formatted text with which may include one or more variable
parameters. (This actor was called “String Formatter” prior to v1.3)
To specify the precise format of the output text, you must double-click this actor
and change its formatting specifier. To learn more about how to control formatting,
see “Data Output Formatting” on page 249.
.
Input Properties
• params: The number of variable parameter inputs. Increasing this number adds
parameter inputs, decreasing it removes them.
• param 1, param 2, etc: variable value parameters that will be inserted into the
text. See “Data Output Formatting” on page 260 for more information on how to
format the data from these inputs.
Output Properties
• out: When a trigger is received at the input, outputs the formatted text as specified
by the formatting specifier.
The Text Parser actor parses the ‘text’ input using a user specified parsing string.
To edit the parsing string, double click this actor’s icon and edit the values in the
dialog that appears. For documentation on the parsing string format, click the
“Help” button at the bottom of the dialog.
Input Properties
• eom char: The character that signifies the end of a line. Whenever this character
is received, the data accumulated in the buffer is parsed using the parsing string,
and the resulting output is provided if a match is successfully made. Use 0 to
parse to the end of the input text.
• text: The text to be parsed. Each time new data is sent to this input, it will be
parsed according to the user specified parsing string.
•
Output Properties
• msg rcv: Sends a trigger when a valid message has been parsed and it matches
the pattern specified by the parsing string.
If you just want to show one word or phrase, type it and click OK. If you would like
to have multiple words or phrases that you can choose on the fly, put them on
separate lines by hitting the Return key. In the example above, the four words
Some, Lines, Of, Text will be able to be recalled individually using the line input.
Click OK when to confirm the new text.
Then, choose the font by clicking on the value edit box for the font property. A
pop-up menu will appear that allows you to select the font from all of the fonts
available on your computer.
After these steps are done, you can use the size input to set the size, position, and
color of the font. The size is based on the height of the video frame; if you set it to
Input Properties
• rgb in: The video stream on which the text will be superimposed. You can leave
this input disconnected if you would like the text to appear on a black
background. If this stream is in the YUV format, it will automatically be
converted to RGB.
• horz pos: The horizontal center of the text, specified as a percentage of the width
of the frame, from –100 to 100 percent.
• vert pos: The vertical center of the text, specified as a percentage of the height of
the frame, from –100 to 100 percent.
• font height: This is given as a percentage of the output stage height, from 0 to
1000. Theoretically, a value of 100 would produce text whose capital letters are
the same height as the stage. In practice, because of the need for descenders (like
the letter “j”) and other factors, the text won’t be quite as tall as the stage when set
to 100.
• rotation: Rotates the text around its center point; specified in degrees, from –360
to +360.
• line: If you have entered multiple lines of text (i.e. words or phrases followed by a
carriage return) you can use this property to select which line of text will be
shown.
• font: To set the font, click on this property’s value edit box; a menu with all of the
fonts available on the system will appear. After choosing a font, its name will be
displayed in the value edit box.
• color: The color with which the font will be drawn.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• rgb out: The text, drawn using the specified font and color, superimposed upon
the video stream connected to the video in port. Output in RGB format.
• •
• Before • After
Input Properties
• rgb in: The video input stream. If this stream is in the YUV format, it will
automatically be converted to RGB.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• rgb out: The edge-detected video output stream output in RGB format.
Converts a video stream to a two-color image, with one color being used
when the brightness is above a specified level, and the other color being
used otherwise.
• •
• Before • After
Input Properties
• video in: The video input stream.
• threshold: The threshold of brightness, from to 0 to 100%, that determines
whether the bright color or dark color will be used when color the image. Portions
of the video image whose brightness is above this value will be set to the bright
color. Portions that are below this level will be set to the dark color.
• bright color: The color used to replace portions of the video stream that are
above the threshold level.
• drak color: The color used to replace portions of the video stream that are below
the threshold level.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• rgb out: The edge-detected video output stream output in RGB format.
Output Properties
• time: Continuously outputs the elapsed time since the run input property was
triggered.
Toggle
Output Properties
• toggle out: Changes from off to on, or from on to off each time a trigger is
received.
Trigger Delay
Output Properties
• trig out: Sends a trigger after the specified delay has elapsed.
Trigger Divider
Sends one output trigger after a specified number of input triggers have
been received.
Trigger Divider counts the number of triggers received at the trig in input. When the
number of triggers received matches the value of the divisor input, then a trigger is
sent to the trig out output, and the process begins again. This effectively divides
the number of input triggers by the divisor value, i.e. if divisor is set to three, then an
output trigger will be sent after every third input trigger.
Input Properties
• trig in: The input trigger.
• divisor: Determines how often a trigger will be sent to the output. Each time a
trigger arrives at the trig in input, an internal counter is incremented by one. When
this counter matches the value specified by the divisor input, a trigger is sent to the
output.
• reset: starts the counting sequence over again.
Output Properties
• trig out: Sends a trigger after the specified number of triggers have been received
at the trig in input.
Sends text of arbitrary length to an actor with a text input when triggered.
(Prior to version 1.3, this actor was called “Trigger String”.)
Input Properties
• input: The text to send to the output property each time a trigger is received at
the trigger input.
• trigger: Sends the text to the output when a trigger is received.
Output Properties
• output: Sends the text shown at the input input each time the trigger input
receives a trigger.
Trigger Value
Output Properties
• value out: Sends the value shown at the value input each time the trigger input
receives a trigger.
Input Properties
• snapshot: The number of the snapshot that will be updated when this actor is
triggered.
• trigger: When this input is triggered, the input values of all actors in the current
scene are re-recorded into the specified snapshot. If the specified snapshot does
not exist, then triggering this actor will have no effect.
size = 6
input output
Input Properties
• value: Each time a new value arrives here, the values in the delay line are shifted
one to the right. The value at the end of list is sent to the output.
• size: The number of stages in the delay.
Value Select
Input Properties
• select: Chooses which input will be routed to the output. This value can range
between 1 and the number of inputs specified by the inputs property.
• inputs: The number of value inputs available to be routed to the output.
• value 1, value 2, etc.: The value inputs that will be routed to the output.
Output Properties
• output: Passes on any value arriving at the input to the output specified by the
select input property.
Input Properties
• video in: The video input stream.
• frames: The number of frames of video used in the delay. The greater this
number, the longer the delay. Note that each frame requires enough memory to
hold one full frame of video. Setting this value to a high number will consume a
large amount of memory and may lead to performance problems.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The delayed video stream.
Video Fader
Output Properties
• video out: The mixed video stream.
Video In Watcher
Input Properties
• channel: The live video input channel that will be sent to the output. (See the
Live Capture Settings window on Page 230 for more information on configuring
live capture.)
Output Properties
• video out: The video input stream captured from the live input.
• trigger: Sends a trigger each time a new frame of video arrives.
Input Properties
• video in: The video input stream.
• invert color: The color used to invert the video input stream. When set to white,
the output is the photographic negative of the input. Other colors produce
unpredictable though interesting results. You can set this color by linking the
Color Maker actor to this property, or you can click on the value edit box and
choose the color from within a Color Picker dialog box.
• bypass: When turned off, this effect functions normally. When turned on, the
effect is disabled and the video input is passed directly to the video output.
Output Properties
• video out: The inverted video stream.
Video Mixer
Output Properties
• video out: The mixed video stream.
Video Noise
Output Properties
• video out: The video noise output.
Preloads a video or range of videos into memory so that the Video Player
can start playback instantly.
Some video formats can take a noticeable fraction of a second to start play; The
Video Preload actor helps you to avoid that delay by "preloading" a small chunk of
the specified movie or movies into your computer's main memory, thus reducing as
much as possible the delay in starting playback. Note however that the preload
function will only work if snd out, dir stage, and into RAM parameters exactly
match the equivalent settings in the Movie Player used to play the movie.
Input Properties
• mode: This property can be set to either play or forever.
When set to play, the video is kept in memory until a Movie Player actor starts
and then stops playing it. Once that actor stops playing the video, it is
removed from memory.
When set to forever, the video is kept in memory until it is preloaded again
with the mode set to play, or until Isadora quits. Use this option with caution!
It is easy to fill up your RAM with videos that you no longer need to play.
• video low: The number of the first video you want to preload, as shown in the
Media Panel. If you want to preload only one video, set the number of the video
you want to preload and leave the video high input set to 0. Otherwise, to specify
a range of videos to preload, set this to the number of the first video you want to
preload and the video high input to the last video. When the number of a valid
video is entered here, its name will appear to the right of the number.
• video high: The last video in a range of videos you want to preload. Use this in
conjunction with the video low input to specify a range of videos to be loaded
when a trigger is received at the preload input.
• snd out: The sound output routing for this movie's audio. std = built-in output,
e1-2 = output on external sound device channels 1 and 2, e3-4 = output on
external sound device channels 3 and 4, etc. If no external device is present when
the movie is played, or if that device does not have the requested channels, the
sound will be sent to the built-in interface.
Warp
I rotated my head 90 degrees about 2/3 of the way through one cycle, so there is a
bit of profile after that.
Input Properties
• video in: The video input stream.
Output Properties
• video out: The warped video output.
Wave Generator
Output Properties
• value: The current value of the wave.
Input Properties
• video in: The YUV video stream to be converted to RGB.
• video out: The input video stream after conversion to RGB format.
Zooms in or out on source video stream, allowing you to pan left and right
or up and down within the zoomed image, and to control the position of the
resulting image within the output video stream.
Note that the two panning properties only have an effect when their corresponding
zoom factors are “zoomed in” (i.e. greater than 100.) This is because, when the
zoom factor is less than 100, you are seeing the entire source video image, so there
is no place left to pan. When you zoom in you are using only a portion of the source
video image, so there is some extra image left over. This remaining area is used to
pan the image.
Input Properties
• video in: The video input stream.
• horz zoom: The horizontal zoom factor, from 0 to 1000 percent. 100% is normal,
lower numbers zoom out, higher numbers zoom in.
• vert zoom: The vertical zoom factor, from 0 to 1000 percent. 100% is normal,
lower numbers zoom out, higher numbers zoom in.
• horz pan: When zoomed in horizontally, pans left or right within the zoomed
image. Values range from –100 to +100 – negative numbers pan left, positive
numbers pan right. Note that this property has no effect when the horz zoom
property is 100 or less.
• vert pan: When zoomed in vertically, pans up or down within the zoomed image.
Values range from –100 to +100 – negative numbers pan up, positive numbers
pan down. Note that this property has no effect when the vert zoom property is
100 or less.
• horz center: Determines the horizontal position of the zoomed image within the
output video stream, with values ranging from –100% to +100% of the output
frame width. Negative numbers move the image to the left, positive to the right.
• vert center: Determines the vertical position of the zoomed image within the
output video stream, with values ranging from –100% to +100% of the output
frame height. Negative numbers move the image to the left, positive to the right.
Output Properties
• video out: The zoomed video output.
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the slider.
• Height: The height of the slider.
• Font: Popup menu selects the font used to draw text for this control.
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the slider.
• Height: The height of the slider.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: When an actor input property is linked to this
control and this box is checked, the control’s value will be set to match the
property’s value. This causes the control to display the property’s current value at
all times.
• Shape (v1.1): Specifies the shape of the background from among seven possible
options: Rectangle, Rounded Rectangle, Oval, the bordered versions of those
Rectangle/Border Rectangle
Round Rectangle, Border Round Rectangle
Oval, Border Oval
If you choose Picture, then the value of the Picture input determines the
• Fill Color: Determines the color of the background. To change the color, click on
the colored box – a Color Picker dialog will appear. (If the Shape is set to Picture,
this setting has no effect – v1.1)
• Border Color: Determines the color of the line around the border. This color is
only used if you have chosen one of the bordered variations of the background
shape. To change the color, click on the colored box – a Color Picker dialog will
appear. (If the Shape is set to Picture, this setting has no effect – v1.1)
• Border Size: The size of the border in pixels. The border is only used if you have
chosen one of the bordered variations of the background shape. (If the Shape is
set to Picture, this setting has no effect – v1.1)
• Round Rect Radius: When the shape is either Round Rectangle or Border Round
Rectangle, specifies the radius of the rounded corners in pixels. (If the Shape is
set to Picture, this setting has no effect – v1.1)
• Picture (v1.1): Set this to the media index of a Picture in the Media Panel to use
that image to draw this background. The picture will be scaled to fit the rectangle
that encloses the background – to prevent scaling, set the Width and Height inputs
to match the size of the picture. Note that any alpha channel information encoded
into the picture is used when drawing the image, allowing you to create unusual
shapes, drop shadows, etc.
•
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the picker.
• Height: The height of the picker.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: When an actor input property is linked to this
control and this box is checked, the control’s value will be set to match the
property’s value. This causes the control to display the property’s current value at
all times.
• Control ID: This number is used to identify the control when linking it to actor
properties. When this control’s value changes because a user clicked in the
control, a message giving the Control ID and the control’s value is broadcast to
the active Scene. Any actor properties that are linked to this Control ID will have
their value set appropriately. Generally speaking, you will want this number to be
unique within a given Control Panel.
• Show Thumbnail: If this checkbox is selected, a thumbnail of the media file will
be drawn in the control if one is available.
Displays an on/off button that sends one value when turned on, and another
when turned off.
The button control is most useful when you need to trigger actors to do something,
or toggle their state between two values. You can choose to display the buttons in a
number of colors and styles to help organize your interface.
Settings Dialog
Control Properties
• Control Title: The title used to identify this control. This text appears inside the
button.
• Width: The width of the button.
• Height: The height of the button.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: When an actor input property is linked to this
control and this box is checked, the control’s value will be set to match the
The picture will be scaled to fit the rectangle that encloses the slider. To
prevent scaling, set the width to match the width of the picture, and the height
Comment
Control Properties
• Control Title: The title used to reference this control.
• Width: The width of the box enclosing the comment text.
• Height: The height of the box enclosing the comment text.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: Not applicable
• Font Size: This size of the font used to draw the comment, in points.
• Comment: The comment text that will appear inside the control.
• Horiz. Alignment: The horizontal alignment of the text within its bounding box.
Choices are left, middle and right.
Dial (v1.1)
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the slider. Note that if the slider is wider than it is tall, the
slider is horizontal and its indicator will move from left to right. If the slider is
taller than it is wide, it is vertical and its indicator will move up and down.
• Height: The height of the slider.
• Font: Popup menu selects the font used to draw text for this control.
Allows the user to enter text, which can be sent to any property input that
accepts text.
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the number control.
• Height: The height of the number control.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: This setting has no effect for the Monitor
Actor.
• Control ID: This number is used to identify the control when linking it to actor
properties. When this control’s value changes because a user clicked in the
control, a message giving the Control ID and the control’s value is broadcast to
the active Scene. Any actor properties that are linked to this Control ID will have
their value set appropriately. Generally speaking, you will want this number to be
unique within a given Control Panel.
• Initial Text: The text field will be initialized to this text when the Control Panel
is first loaded.
FPS
Control Properties
• Horiz. Alignment: The horizontal alignment of the text within its bounding box.
Choices are left, middle and right.
• Vert. Alignment: The vertical alignment of the text within its bounding box.
Choices are top, middle and bottom.
• Color: The color of the text. To change the color, click on the colored box. A
Color Picker control will appear, allowing you to choose a new color.
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the monitor.
• Height: The height of the monitor.
• Font: This setting has no effect for the Monitor control.
• Bold/Italic/Underline: These settings have no effect for the Monitor control.
• Font Size: This setting has no effect for the Monitor control.
• Show Value of Linked Properties: This setting has no effect for the control
Actor.
• Control ID: To see the video coming out of a particular actor, set its Control Link
to match the Control ID specified here. Note that if more than one actor’s video
output is linked to this Monitor, you may get unpredictable, flashing images.
• Border Size: The width of the border around the monitor display, specified in
pixels.
• Refresh FPS: Determines how fast the Monitor image is updated. It takes a
certain amount of processor power to scale the video image to fit into the Monitor
Number
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the number control.
• Height: The height of the number control.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: This setting has no effect for the Monitor
Actor.
• Control ID: This number is used to identify the control when linking it to actor
properties. When this control’s value changes because a user clicked in the
control, a message giving the Control ID and the control’s value is broadcast to
the active Scene. Any actor properties that are linked to this Control ID will have
Popup Menu
Allows the user to select an item from a list contained in a pop up menu.
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the number control.
• Height: The height of the number control.
• Font: Popup menu selects the font used to draw text for this control.
Slider
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the slider. Note that if the slider is wider than it is tall, the
slider is horizontal and its indicator will move from left to right. If the slider is
taller than it is wide, it is vertical and its indicator will move up and down.
• Height: The height of the slider.
• Font: Popup menu selects the font used to draw text for this control.
• Bold/Italic/Underline: When checked, uses the bold, italic, or underline
variations of the specified font.
• Font Size: Sets the size font used to draw text for this control.
• Show Value of Linked Properties: When an actor input property is linked to this
control and this box is checked, the control’s value will be set to match the
property’s value. This causes the control to display the property’s current value at
all times.
• Control ID: This number is used to identify the control when linking it to actor
properties. When this control’s value changes because a user clicked in the
control, a message giving the Control ID and the control’s value is broadcast to
the active Scene. Any actor properties that are linked to this Control ID will have
their value set appropriately. Generally speaking, you will want this number to be
unique within a given Control Panel.
• Minimum Value: The minimum possible value for this slider. Can be any
number. (It is permissible for the minimum value to be greater than the maximum.
In this case the slider value will decrease as you move it from left to right or from
bottom to top.)
Speed: The Stage Preview Control must read data back from your graphics
card using OpenGL. The performance impact of using this control can vary
greatly depending on the video card you are using.
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the monitor.
• Height: The height of the monitor.
• Font: This setting has no effect for the Monitor control.
• Bold/Italic/Underline: These settings have no effect for the Monitor control.
• Font Size: This setting has no effect for the Monitor control.
• Show Value of Linked Properties: This setting has no effect for the control
Actor.
• Border Size: The width of the border around the monitor display, specified in
pixels.
• Stage: Specifies which stage will be shown in this control.
• Keep Aspect: When turned on, ensures that the aspect ratio of the image is
maintained. Otherwise, the image will be scaled to fill the monitor.
• Refresh FPS: Determines how fast the Stage Preview image is updated. To
reduce the amount of processor power consumed by this control, set this number
to a value less than 30.
Allows the user to pick a movie from a group of movies that you select.
NOTE: The functionality of the Video Picker has been superseded by the more
powerful Bin Picker control. We recommend that you use the Bin Picker for any
newly created files.
The Movie Picker works in conjunction with the movie input of the Movie Player,
Movie Player Direct or Movie Player VR actors. When you click on a movie in the
picker, the number of that movie in the Media Panel is sent to any input that is
listening to this control.
You have the option of showing a thumbnail, the movie’s title, or both in the Movie
Picker. If all of the files that you have chosen for the picker cannot fit within the
control’s area, then you may optionally display scroll arrows, tabs, or both so that
you can navigate through all of the possible movies.
To prepare this control to be used, you must first select the movies that it will
display. To do this, select the control and choose Controls > Control Specific
Options… The following dialog will appear:
Settings Dialog
Control Properties
• Control Title: The title used to identify this control.
• Width: The width of the picker.
• Height: The height of the picker.
• Font: Popup menu selects the font used to draw text for this control.