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How to create our own jitter objects made with combination of others ??

May 25, 2012 | 3:42 pm

Hi there,
Is it possible to create Jitter objects made by for instance several gridshape torus, some other sphere and to have the global object manageable like a primitive objects ?

Clearer:
I’m designing some visual objects. ok. (The more correct term would be I’m trying to design)
Those are composed by let’s say … 3 gridshapes, gl.node reprocessed with jit.gl etc .. nice.
BUT I need to use the global resulting object as … one and only object.

By using, I mean:
- to be able to change global properties changing things globally
- to be able to store the whole parameters of my objects
- to be able to handle/pick it and to move & rotate it …
etc.

Knowing I’ll use java to generate that, is there a nice way to do that ?
Does my description make sense or maybe is there another way to achieve the same point ?


May 25, 2012 | 5:22 pm

you can group GL objects together in two ways: jit.gl.node and jit.anim.node.

gl.node should be used if you want to groups of objects to have similar attributes, be transformed relative to each other and as a group, or all be captured to the same texture.

anim.node should be used if you want groups of objects be transformed relative to each other and as a group.

if you’re talking hundreds of groups, i think gl.node might use too many resources, but i haven’t tested the limits of that.

here’s a basic example of both techniques:

– Pasted Max Patch, click to expand. –

May 25, 2012 | 5:42 pm

understood totally.
you’re clearer than clear water :)

I’d need to create/handle a lot of objects .. so my way would be JAVA (or JS?) in order to handle data easily and to be able to take benefits of data structures, serialization for dump/restore of my huge map of objects etc.

still thinking…


May 27, 2012 | 12:20 pm

what would be the best practices to make that using JAVA?
I missed something concerning the classes architecture I’d have to develop


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