@lamepantallas
One of the concepts that must be understood about MadMapper is that it is essentially an application for applying textures to physical objects.
In some ways it provides you with insight as to how textures are applied to 3d objects in a 3D modelling application.
Here is an example of a texture of a character from a game:
http://www.boogotti.com/root/images/dude/body_d_texture_h.jpg
The way this works in the 3D world is that sections of the image are 'grabbed' for their content and mapped onto the various parts of the model.
The relationship between real time graphics applications such as Modul8 and MadMapper is not that much different.
Make a layout in your applications output, figuring out what parts you will need for your installation, binding MIDI or key commands to what parts of the composition you will want to perform with, and then in MadMapper select the regions for the 'textures', mapping them to the physical surfaces of your installation.
There are several reasons this approach makes sense:
- Bandwidth; by allowing people to load in a lot of media into MM we would have to write a whole engine to deal with memory management. We have Modul8 for doing this.
- As follows above, Modul8 and other VJ apps have all the functionality that MadMapper currently does not. Part of the instant success of MadMapper is that it is task oriented allowing you to get mappings done quickly so you can spend more time being creative.
- Flexibility is key. Create material that you know can work in any context, stuff for columns etc, rectangles, squares, and then you can easily adapt to whatever situation you are provided, with the MadMapper making it easy and fun to map material you are already familiar with, easily and quickly.
In the future of MM there will be the ability to assign a specific media to a specific quad, and perhaps even have multiple Syphon inputs. But until that comes to pass the information should help demystify this process.