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Anchor attribute not working using sketch & "drawobject 0"

October 24, 2012 | 1:16 pm

Hi

As the title suggests, I’ve noticed that the "anchor" attribute is not working anymore if a OB3D is drawn via a jit.gl.sketch using "drawobject xx 0". Even using a jit.anim.node. I wonder why? (First example)

And: If i try to emulate an anchor using two jit.anim.nodes in series there is no movement at all. Am I doing something wrong? (Second example)

Thanks for your help!
Grtz.

1st:

– Pasted Max Patch, click to expand. –

2nd:

– Pasted Max Patch, click to expand. –

Model: MBPro6,2, BootROM MBP61.0057.B0C, Intel Core i5, 2.4 GHz, 8 GB Ram
Graphics: NVIDIA GeForce GT 330M, PCIe, 256 MB
Graphics: Intel HD Graphics, Built-In, 288 MB
OSX 10.6.8, Max 6.0.7


October 25, 2012 | 8:16 pm

yeah, this is currently a limitation of using gl.sketch to draw gl objects.

basically, when you use the "drawobject" command, you are taking the local transformations of the object, and inserting it into your gl.sketch transform hierarchy, ignoring any transform hierarchy of the gl object (such as anchor and anim.node parent).

i don’t think this will be changed anytime. any particular reason you need to draw this with gl.sketch rather than the more advance gl.node?


December 7, 2012 | 3:56 pm

Hi

Sorry for the late response. And thanks alot! It clarified the matter for me.

I sometimes used sketch to apply a shader to a group of objects.
But I tried this one with Mr. gl.node and it works flawlessly. Nice.

Again. Thanks.
grt.


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