(I've subtly changed the title to reflect that this is specifically
about dynamics.)
On 290312 18:20, Veronika wrote:
> Still on the topic of having the dynamic properties separate from the tiling
> tool:
>
> Jasper:
>> One of the things that would make interpolation work really
>> well with tiled clones is that they are conceptually laid out in a grid,
>> so it is clearly defined how many "steps" there are between two objects
>
> I think of the "dynamic options" more as "discrete options"  using the
> columns and rows you bucket the objects into cells and apply an interpolated
> value for the whole cell. Using that idea, I think you could apply the
> discrete options to any selection of objects by superimposing a grid.
>
> Here is a diagram to show what I mean: http://i.imgur.com/eL85r.png
>
> With the grid you can be very flexible, it doesn't have to be Cartesian 
> you can change the spacing of the grid (in one dimension or both), change
> the orientation, skew it, rotate it, choose something other than a
> rectangular grid such as a polar grid or a grid with exponential spacing.
> One day you could even allow fancy editing of the grid to create custom
> distortions.
> ...
I think the idea of separating dynamics from tiled clones is very
interesting, but it does sound like it might become a bit complicated.
Essentially with tiling you already have a welldefined structure that
you can leverage. More or less forgetting about that structure and
devising some other way to apply structure (a grid) to the objects seems
like a convoluted way of doing things. If it turns out in practice that
it is more useful or just as useful to base dynamics on a continuous
field that is simply "sampled" by the tiled clones (similar to how
tracing works), then I guess that would definitely be a valid option.
Also because that corresponds really well to how gradients already work.
But I'm not convinced (yet) that adding another way to somehow define a
grid over objects to apply dynamics would make sense.
But feel free to try and convince me (and others) :)
