jazzmutant lemur ユーザーズマニュアル
66
Friction ranges between 0 and 1. Lower values of friction mean that
if a ball is moving it will tend to keep moving. With a value of 0,
the balls will essentially never stop moving. At a value of 1, a ball
will move only where you touch with your finger. Values of 1 for
Attraction and Friction are essentially the same as if No Physic(s)
was checked.
if a ball is moving it will tend to keep moving. With a value of 0,
the balls will essentially never stop moving. At a value of 1, a ball
will move only where you touch with your finger. Values of 1 for
Attraction and Friction are essentially the same as if No Physic(s)
was checked.
Attraction
See the discussion of Interpolation and Mass-Spring modes under
Physic above.
Physic above.
Friction
See the discussion of Mass-Spring mode under Physic above.
About the Multiball ADSR
The next four properties relate to the “brightness” or z variable envelope that can be used
in ephemeral mode. You specify time values for the Attack, Decay, and Release in
seconds as well as a Sustain level between 0 and 1. Unlike a keyboard ADSR, the
Multiball ADSR goes through its entire cycle when you touch the surface to trigger the
appearance of a ball. If the ball is still tracking your finger when it reaches the end of the
Decay portion of the envelope, the z value (brightness) will remain at the sustain level
until you lift your finger off the surface. At that point (or before, if your finger has
already left the surface), the Release portion of the envelope will be triggered, and the z
variable will return to 0.
in ephemeral mode. You specify time values for the Attack, Decay, and Release in
seconds as well as a Sustain level between 0 and 1. Unlike a keyboard ADSR, the
Multiball ADSR goes through its entire cycle when you touch the surface to trigger the
appearance of a ball. If the ball is still tracking your finger when it reaches the end of the
Decay portion of the envelope, the z value (brightness) will remain at the sustain level
until you lift your finger off the surface. At that point (or before, if your finger has
already left the surface), the Release portion of the envelope will be triggered, and the z
variable will return to 0.
Attack
Applies only when using ephemeral mode. The Attack value
specifies the number of seconds over which the z variable
(brightness of a ball) increases from its initial value of 0 to a
maximum of 1 after you touch the screen. As an example, if the
Attack value is 0, the ball will be at full brightness the moment you
touch the screen.
specifies the number of seconds over which the z variable
(brightness of a ball) increases from its initial value of 0 to a
maximum of 1 after you touch the screen. As an example, if the
Attack value is 0, the ball will be at full brightness the moment you
touch the screen.
Decay
Applies only when using ephemeral mode. The Decay value
specifies the number of seconds over which the brightness will
decrease after the initial Attack portion of the envelope has
completed. During the Decay portion of the envelope, the z
variable (brightness of a ball) will decrease from 1 to the level set
by the Sustain value.
specifies the number of seconds over which the brightness will
decrease after the initial Attack portion of the envelope has
completed. During the Decay portion of the envelope, the z
variable (brightness of a ball) will decrease from 1 to the level set
by the Sustain value.
Sustain
Applies only when using ephemeral mode. The sustain value is the
level (between 0 and 1) at which the brightness of the ball will
remain as long the Multiball object is tracking your finger within its
space. The Sustain level is reached after the Attack and Decay
portion of the envelope have completed. If your finger lifts up
level (between 0 and 1) at which the brightness of the ball will
remain as long the Multiball object is tracking your finger within its
space. The Sustain level is reached after the Attack and Decay
portion of the envelope have completed. If your finger lifts up