Oh wow, I couldn’t have gotten that more wrong — I meant K1+E3. Sorry! Sounds like you figured that out though. Edited above.

No visual feedback sounds like a bug. You’re using one device (selected in params) and multi (per shape) for channel, right? is output set to midi, both, or multi?

ah ok :slight_smile: hehe yeah now it works fine. regarding visual feedback.

i use the norns with a rk005
midi out to a merger than into my pyramid :slight_smile:
settings set like u said : output set to midi.

i realy love ur script!
can’t say it enough :slight_smile:

2 Likes

Glad to hear it! It’s really, really awesome to see that people are already using it and enjoying it.

The channel display issue should now be fixed – try the latest MIDI version when you get a chance. (And share some recordings if you want! I’d love to hear it play drums.)

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On my Fates:
Midi seems to be working. “Midi” out option worked perfectly, “Multi” seems like its not sending a trig each time, but that could be something i’m missing in the instructions. both polygons are going to the same midi out port/device.

The problem is that once i open this script, E1 no longer works to navigate to the Norns Home menu. It will eventually, if i press it many times and sometimes wait a little, then try pressing it a bunch again. It’s even harder to get back into the script that way. It isn’t happening in any other scripts and I haven’t experienced this problem before. I thought it maybe had something to do with the PSET i made for midi out, so I deleted it, but it’s still behaving the same way.

Summary
# script load: /home/we/dust/code/euclidigons-midi/euclidigons.lua
# cleanup
# script clear
ERROR (i2c/hp) failed to write
including /home/we/dust/code/euclidigons-midi/lib/shape.lua
including /home/we/dust/code/euclidigons-midi/lib/midi.lua
pset >> write: /home/we/dust/data/system.pset
# script run
loading engine: PrimitiveString
>> reading PMAP /home/we/dust/data/euclidigons-midi/euclidigons/euclidigons.pmap
clock: ignoring resumption of canceled clock (no coroutine)
clock: ignoring resumption of canceled clock (no coroutine)
Engine.register_commands; count: 14
___ engine commands ___
amp	 	f
attack	 	f
brightness	 	f
comb	 	f
env_type	 	i
gate	 	ii
hz	 	if
noise	 	f
pan	 	if
pos	 	if
release	 	f
trig	 	i
vel	 	if
wave	 	f
___ polls ___
amp_in_l
amp_in_r
amp_out_l
amp_out_r
cpu_avg
cpu_peak
pitch_in_l
pitch_in_r
# script init
ERROR (i2c/hp) failed to write
>>

**EDIT: I was wrong, the home button error is happening in multiple scripts. just happened to start today i guess. Thanks for the midi :+1:t2:

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thanks! i will try! clock is also in sync with my pyramid (bpm) but if i change the tempo, sequence playing same speed right? i think every shape has its own speed and dont be in sync? or maybe i have fallacy.

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i got same issues, just press crispi/short and fast :slight_smile:

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@encephalitislethargi Is one of the other scripts the Cheat Codes 2 beta, by any chance? I’m using a trick I learned from that code (thanks, @dan_derks) to reduce the amount of time you need to hold K1 before it works as a modifier key. The system default is that pressing/holding K1 for less than 1/4 of a second opens the menu, but that means you need to press and hold it for over 1/4 of a second to set a shape’s note/channel/etc. In Euclidigons and Cheat Codes, that limit is changed to 1/10th of a second, so like @kr3ativsein said, you need to tap it pretty quickly to get back to the menu.

I’m curious to hear if this trick doesn’t work so well on Fates. And if it’s only a problem on other scripts that aren’t Cheat Codes after you’ve run Euclidigons, it’s also possible that the K1 delay isn’t being reset when you switch scripts, which it’s supposed to be – let me know if you think that’s what’s happening.

For now, yes – rates are the same regardless of tempo, because it seemed important to keep the animation frame rate constant, but that will change in a future update that will decouple rotation rate + animation rate. And eventually I want to add an option to quantize rotation rates to multiples of the global clock rate, which should produce some cool weird-yet-regular rhythms.

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oh cool! fwiw, this is definitely a hard change to get used to. in the latest beta i ended up re-establishing the 0.25 default on the main screen of cheat codes, to give users a homebase where the expected behavior still works. i also needed to manage the time when entering + exiting the norns SYSTEM menus, which is this function which gets assigned to a continuously running clock/metro at the script init. I didn’t see this in Euclidigons, which would mean the 100ms time is bleeding into the SYSTEM interaction as well.

it’s an interesting design challenge – for single-interface scripts, I honestly wouldn’t bother changing the system’s k1 hold time. but maybe it’d be better to track held state of k3 and have that replace the k1 hold? so then depending on whether k2 or k3 is held first (and whether any other hardware is touched while holding k3), then your new key functions would be:

K3+E2 sets the note to which its sides are tuned.
K3+E3 transposes the note in octaves.
K2+E2 sets rotation rate.
K2+E3 sets the number of sides (1-9).
K3 (release without having pressed K2 or used an encoder) mutes or unmutes the selected shape.†
K3+K2 deletes the selected shape.
K2+K3 inserts a new shape.

which, honestly, might feel even more playable because k2 and k3 are right next to each other and you don’t have to get another hand involved.

3 Likes

mm, good ideas – I’ll try this out!

I sometimes think it would be cool to have a function like norns.enc.sens() to change K1’s behavior so that a short press still switches from “play mode” to “other mode,” but key(1, 1) and key(1, 0) are also called immediately on key down and key up like they are for K2 and K3. Wouldn’t work well for scripts where pressing K1 performs an action, because that action would happen whenever you opened the menu / “other mode”, but it would be fine for scripts where it only acts as a modifier.

That said, the fact that your idea doesn’t require two hands (or one stretchy one) is a big plus.

2 Likes

happy to help! stoked to see your implementation!

mm…what about a quick k1 double-tap to toggle between SYSTEM and the currently loaded script? i can’t imagine any scripts currently use this gesture (cuz it’d be two long holds to perform an action, which is super weird) and it’d free up single k1 presses for scripts to use it the same as k2 and k3…

Script creators would need to be careful not to assign anything to K1 that a user might want to do multiple times in a row, but otherwise a double-tap would work – not sure whether it’s worth breaking people’s existing muscle memory, though.

It should work exactly the same as other hardware. If not, it could be a bug related to the last update. In that case DM me and I’ll give you instructions for an intermediate manual update

it was Drifts and Barycenter so far, from what i could tell. but yeah that seems to be the trick

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@synthetivv hi :wink:
one question about the stoping / deactivating of shapes.
is it possible to programm a button for activate/ deactivate (all) the shapes with one button.

and just one question overall cause i noticed on all scripts, there is no stop/play function :slight_smile:
is it possible to bring norns / midi in out to stop or play scripts if i press play on the master midi clock?

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Are you asking about clearing all the shapes or muting the output? Or, both? :smiley:

The graphics are so beautiful to watch while creating melodies. I didn’t happen to notice if you have or are planning to add crow outs and JF options but I’d love to see this implemented. Such a great app! Thanks :slight_smile:

4 Likes

Thank you! The visual connection is something I really was looking forward to experiencing and @synthetivv brought that to life and much more!

Yes! I have been gently nudging Crow support to the top of @synthetivv’s backlog and he doubled down by suggesting JF support as well.

Any suggestions on how these would work would be appreciated. In the case of Crow I suggested that we map the 1/2 and 3/4 outputs to trig/cv from the stereo field in Euclidigons but we’re up to hearing other suggestions.

Thanks to you for the enthusiasm!

3 Likes

if you keep seeing this on Drifts/Barycenter drop a note on their respective threads & I’ll take a look.

FWIW I encountered the issue accessing Norns menu on Euclidigons with my Fates, but was able to work around it with quicker taps to K1.

Asides from that, a lovely script :slight_smile: well done!

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it was just the home button thing happening with those, but i figured it out. quick taps. sorry for the confusion

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Wow! I needed a little something tonight to settle down and this script is really doing it for me! I would love to see the polygon side count, size, speed, and position broken out as midi mappable! It would be so cool to move and shift the size of both shapes at once via cc’s.

The bouncing stereo field you can get when both shapes are nearly concentric and scaled large is amazing!

Oh! If crow output is coming, could the stereo image translate to 2 scaled pairs of triggers or envelopes?!?! Like shape one out be envelopes on outputs 1 and 2 whose amplitudes are scaled depending on their left/right position, likewise with shape 2 on 3 & 4?

2 Likes