HUMAtagger Help


1 - Play & Switch
The simplest mode available: Plays through a scene and switches to the next one. Negative pitch and backward addressing will start scene on the last frame.
Links: 
Bwd addr.Link:
A
C


2 - Play & wait
Plays through scene and waits for input on the last frame before switching.
Links: 
Bwd addr.Link:
A
C


3 - Wait - Play - Switch
Wait for input on first (last) frame, then plays through scene and switches.
Links: 
Bwd addr.Link:
A
C


4 - Wait - Play - Switch
Waits for input on first (last) frame, then plays through scene and waits for input on the last frame before switching.
Links: 
Bwd addr.Link:
A
C


5 - Play <> - Switch
Plays scene forward and backward and switches.
Links: 
Bwd addr.Link:
A
C


6 - Play <> - Wait
Plays scene forward and backward and waits for input on first (last) frame before switching.
Links: 
Bwd addr.Link:
A
C


7 - Wait - Play <> - Switch
Wait for input on first (last) frame, then plays through scene forward and backward and switches.
Links: 
Bwd addr.Link:
A
C


8 - Wait - Play <>- Wait
Wait for input on first (last) frame, then plays through scene forward and backward and waits for input on first (last) frame before switching.
Links: 
Bwd addr.Link:
A
C


9 - Play Segment - Switch
Plays one segment in a multisegment scene and switches
Links: 
Bwd addr.Link:
A
C


10 - Play Segment - Wait
Plays one segment in a multisegment scene and waits for input on first (last) frame before switching.
Links: 
Bwd addr.Link:
A
C


11 - Flexible Wait
waits in random loop on end or beginning and switches to link A when a certain number of inputs have been counted. This does not work with offset and preroll!!!
Links: 
Bwd addr.Link:
A
C


12 - OneArmedBandit
Will stop a looping multisegment scene on the segment playing when the set inputcount has been reached. This loops through the 4 links: stoping on the first segment may cause switching to link A, stoping on the 2nd, may link to B, 3 to c, 4 to D, 5 to A again and so on.
Links: 
Bwd addr.Link:
A-D
D-A


13 - Switch On Threshold
When the incoming signal crosses threshold this will switch to link C on backward crossing & to D on forward crossing. Links A & B may be reached if the scene does not loop and first or last frame are passed.
Links: 
Linear links:
C & D
A & B

2xx - Postion Modes

201 - Scratch Absolute
Direct mapping of input value to movie position. Will switch to link A when movie passes the scene's first frame and to link B when movie passes scene's last frame. Scene may loop. If movie has a soundtrack you may set a samplelength value between 0 and 1 to get a scrubbing effect.
Links: 
Bwd addr.Link
A & B
C & D


202 - Scratch Relative
Relative mapping of input value to movie position. Will switch to link A when movie passes the scene's first frame and to link B when movie passes scenes's last frame. Modevelocity will slowly increase stepwidth. Scene may loop. If movie has a soundtrack you may set a samplelength value between 0 and 1 to get a scrubbing effect.
Links: 
Bwd addr.Link
A & B
C & D


203 - Switch Absolute
like 201, but with non input controlled parts at beginning and end of scene, which will automatically finish and switch when reached. Scene can not loop. If movie has a soundtrack you may set a samplelength value between 0 and 1 to get a scrubbing effect.
Links: 
Bwd addr.Link
A & B
C & D


204 - Switch Relative
like 202, but with non input controlled parts at beginning and end of scene, which will automatically finish and switch when reached. Scene can not loop. Modevelocity will slowly increase stepwidth. If movie has a soundtrack you may set a samplelength value between 0 and 1 to get a scrubbing effect.
Links: 
Bwd addr.Link
A & B
C & D


205 - Server Sync
For synchronizing movies in multi screen setups. This mode will start a driver thread on the server that positions all connected runtimes that requested it synchronously. User input from the scene's sensor and all the exits may pull a runtime out of this sync thread. User input links to D.
Links: 
Linear links
D
A & B


206 - Wandering Loop
Loop that may be pushed across a scene's timeline. Absolute input mapping
Links: 
Linear links
-
A & B


207 - Wandering Loop - Relative
Loop that may be pushed across a scene's timeline. Relative input mapping
Links: 
Linear links
-
A & B


208 - Wandering Loop - Dead Ends
like 206, but with non input controlled parts at beginning and end of scene, which will automatically finish and switch when reached
Links: 
Linear links
-
A & B


209 - Wandering Loop - Relative, Dead Ends
like 207, but with non input controlled parts at beginning and end of scene, which will automatically finish and switch when reached
Links: 
Linear links
-
A & B


210 - Loop Expander
A subloop anchored at either beginning or end of the scene is expanded or compressed according to input signals
Links: 
Linear links
-
A & B


401 - Pitch absolute
Absolute mapping of input signal to movie pitch in the defined range between minimal and maximal speed
Links: 
Linear links
-
A & B


402 - Pitch relative
Relative mapping of input signal to movie pitch in the defined range between minimal and maximal speed
Links: 
Linear links
-
A & B


403 - Fast fwd & bwd
Detects direction of incoming signal and speeds up playback for the specified time according to it. Like pressing fast forward or rewind on a VCR
Links: 
Linear links
-
A & B


601 - Movement direction detector
Switch scenes according to the detected direction of the incoming signal. Links to C or D, depending on finishing mode.
Links: 
Linear links
C & D
A & B


602 - Movement direction detector w/ fixed finishs
Switch scenes according to the detected direction of the incoming signal. Links bound to input direction: decreasing values switch to C, increasing ones switch to D.
Links: 
Linear links
C & D
A & B


603 - Movement direction & dynamics detector
Switch scenes according to the detected direction and dynamics of the incoming signal. Links bound to input direction: slowly decreasing values switch to A, fast decrement to B , slowly increasing ones switch to C and fast incrementing links to D.
Links: 
Linear links
A - D
(A & B) should loop


604 - Movement direction to movie direction
Changes movie playback direction according to the detected direction of the incoming signal. Fwd and bwd pitch are adjustable
Links: 
Linear links
-
A & B


605 - Movement direction to movie matrix
Flips the image according to the detected direction of the incoming signal. Axis: 1 vertical, 2 horizontal, 3 both
Links: 
Linear links
-
A & B
Composite Stage
This jumps out of the normal Huma rendering context and allows you to composite external sources like camera images, text, VNC desktops etc with material present in the project movie. Sources are either rendered directly to stage (in dependence of assignable transfer modes) or can be mixed together by the mixer, which is effectively a transition effect. Note that some of the mouse related functionality will not work when using the composite stage

.
Breakpoint modes

X-switch by position
switches to link C or D depending on uf the last detected user y-position is below or beyond threshold (parameter: % of sensorfield's depth)

X-switch by last scene's pitch
switch to link A when the scene left was playing with a rate under x % of its pitch range, or to B when over. Nice for racing scenarios

X-switch by motion direction
switch to link C when the next detected y-inputs point backwards or to D when pointing forwards

X-switch by motion speed
switches to link A on moderate approach, to B on fasr rising input values and to link C when backward motion is detected. (parameter: % of y-input range)

X-random link
randomly selects from link A to H

X-sequential random link
randomly selects from links A to H, avoiding repititions until all set links have been played

X-next in row
sequentially selects from set links A to H