"flavored" oatmeal skin, download more colors now (v37-4)

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happy thanksgiving holiday, grymmjack!

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thanks jf, you too.

ok it's friday day after thanksgiving and i'm sitting down to work at 10:22 am :) i have about 7 uninterrupted hours to devote to this oatmeal UI project (aside from aminals pestering me). going to post progress as i go. tommorow i have about the same amount of time. i think i can finish the mockup stage today and maybe slice/skin/export tommorow. that's my hope, what really happens is another story. i've never skinned for oatmeal and though the system looks pretty easy and seemingly sufficiently documented, there are always potential caveats.

regardless, off i go. watch this space for further developments.

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Ok, then here are some patches i made for Oatmeal, if anybody wishes to gather user patches and the fancy skin from Grymmjack :

http://stashbox.org/5695/SInk_oatmeal+sounds.zip

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grymmjack wrote:i've never skinned for oatmeal and though the system looks pretty easy and seemingly sufficiently documented, there are always potential caveats.
The only problem I had was when I thought I'd 'tidy' things up and changed the order of a few controls (can't remember which ones...) in the oms. The controls stopped working...

So, probably best you leave things in the order they are. :)

.g

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GaryG wrote:
grymmjack wrote:i've never skinned for oatmeal and though the system looks pretty easy and seemingly sufficiently documented, there are always potential caveats.
The only problem I had was when I thought I'd 'tidy' things up and changed the order of a few controls (can't remember which ones...) in the oms. The controls stopped working...

So, probably best you leave things in the order they are. :)

.g
the ini will remain the same order, the graphics pixel positions shouldn't stop the controls from working :)

thanks for the tip. i'll leave the ini order of things alone. just change the dimensions and positions and bitmaps.

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sinkmusic wrote:Ok, then here are some patches i made for Oatmeal, if anybody wishes to gather user patches and the fancy skin from Grymmjack :

http://stashbox.org/5695/SInk_oatmeal+sounds.zip
these aren't randomized ones right? but orig? :) random is cool but banks of randoms are kind of, i dunno, not as fun? :)

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i'm not sure if i will be able to keep the "soundsource" "modulation" "master" "effects" labels in there or not, i still have to provide room for the other stuff plus the editors, it may grow the UI downward ... we'll see. we can make the call once the rest is done. just realizing how much stuff is left and how creative i can get to make it all fit.

next up lfo1 and 2, and arp / x|y pad .. i think arp will have to be it's own row perhaps under modulation. i want to give good space to the arp. i'm thinking LFO 1 and 2 on one thinner row under the pitch env, mod env1/2, and then below that arp and xy pad. i'd like to put arp and xy pad near each other.

not sure yet, will have to see. i like the target depth sliders (xhipish) more than i do pots. they deviate a bit from the standard but i think it's good and is obvious that the depth/targets are related.

what you guys think?

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also i made the target menus wider than normal so that they are actually useful. the 2 character abbreviations annoy the shit out of me :)

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also would you want to see actual text for the arp, ie:

off = off
up, wrap to lowest = up->wrap-low
up, no wrap = up
down, wrap to lowest = down->wrap-low
down, no wrap = down
continue = continue
continue direction wrap = continue->wrap
continue direction bounce = continue->bounce
return to previous = previous
return to previous and go up = previous->up
go to highest held note = highest
go to lowest held note = lowest
randomly go up or down wrap = rand->up|down->wrap
randomly go up or down no wrap = rand->up|down
random any note = rand

trying to think how to accommodate non-iconic step types for the arp, and think that similar menu text dropdowns like the modulation env's is a good way but need to connect ot the steps somehow. maybe i do it by number, step 1-16?

or are the icons ok? are people actually finding the icons usable/sufficient and dont need explain (since right click on a step provides text menu)?

please let me know. thanks.

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thinking outloud: icon for directions up, down, left, right, could remain arrows, but wrap should change to something more appropriate - w or a refresh icon (that circle with the arrow?), bounce could be /\/' (snapshot of onionskinned frames of a bounce anim cycle - '=ball idea) , continue could be double tailed right arrow, ... random a dice like the button for random in the menu at bottom?

ideas welcome and if existing are ok with everyone i'm fine with that too.

thanks in advance.

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I'm more familiar with depth pots maybe... at least those faders look very small, could be fiddly to use?

Maybe those envelopes could have the faders a bit closer to each other? (and have you tried them with thinner borders?)

I really like the brown and gray scheme, so peaceful and quite exceptional at the same time.

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lastly, can pitch envelope actually be mod'd by aftertouch AND velocity or just velocity? it's sort of ambiguous in the manual -- it says "velocity" but somewhere in there it says also that velocity/aftertouch are modulators, etc.

can someone verify this? i can remove the little /\ part of the \//\ icon accordingly. the goal is accuracy and brevity for the modulation sources. not confusion :)

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jon; you would prefer the small pots instead of the horiz faders then? i could accommodate small pots i think, but not the large ones. if i tightened the margins/padding on the envelope slots i lose distinction for the labels (whitespace separator helps there). i could make the void spaces between each logical/functional block smaller but if i do that it will make the blocks less obvious/distinct. it looks like i could shave one or two pixels tops before i lost the scale/relation of logical visual grouping.

if i ditched the header labels "sound source", "modulation", etc, and kept them only bg colors i could make a note of the bg colors and their purpose by using color chips and pointing it out by VA / key follow area? hrm...

that'd buy me quite alot of room vertically but then the grouping isn't as redundantly (and safely because of it's redundancy using both bg color, padding (blocks floating in the sea of bg color), and explicit labels) obvious...

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this is the hardest part of doing the designs. to make the best judgment calls on what should be done based on the overall goal. 'negative space' is so helpful but it costs the most.

it's hard for me to weigh it and make the right decision on my own.

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I still don't get all the arp functions so I don't mind if you change the symbols :hihi: nothing really wrong with the old though.

I think pitch env is not directly affected by aftertouch, only thru the MIDI mod page.

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