jit.anim.node hierarchy
Hello, can someone please explain what I got wrong with the hierarchy of jit.anim.node?
The following patch was intended to have two open cubes (actually pairs of cubes with face culling) that are rotated via jit.anim.nodes and that get positioned relative to each other by another jit.anim.node (blue).
This animated compound object I want to position and rotate in space by using a third jit.anim.node (red), but it doesn't work.
(By the way, using jit.gl.node to create the compound object is not an option for my use case as I need the rendering layers of the cubes preserved.)
Max 8.0.8, gl2, Win 10
Interesting, that doesn't work indeed when only connecting the red anim.node to the blue ones, but if you delete one blue anim.node and undo it does work! It also works if you give the anim.nodes an @name and @anim attribute instead of connecting them with patchcables it does work:
Thanks Timo,
seems like something with the parent animnode_name functionality and the binding is buggy. I observed even more obscure behaviour when using more than 2 anim.nodes of the blue hierarchy level.
hey i have the same problems here - binding jit.anim.node seems super erratic.
you can bind from a mesh to a jit.anim.node and it's steady (let's say a this is a basic level). But binding higher hierarchy with jit.anim.node together seems super hazardous. That's very annoying, because the @name attribute is meant to bind together these objects, isnt it? (like you would do with a jit.gl.node).
In my case, anim.node are not nested in the same abstractions/patcher so this is definitely a problem i m facing right now too
answered on the other post, but just to reiterate here, make sure you send a bang to any anim.nodes after modifying the anim.node hierarchy.