jit.multiple + jit.gl.model/mesh animation with song timing
i'm having trouble getting a jit.multiple and its related object to show up at the right time. i have the bang set up so that the model itself is visible / enabled at a certain point in the song, and disabled before and after that part - but when the toggle for said part is triggered, nothing shows up , despite "enable" being toggled on. its only after the entire song is done that , when i disconnect the wire that goes from jit.multiple to jit.gl.mesh and attach to the model itself, then reattach it back to jit.gl.mesh again, that the multiple objects show up. i've checked my jit.gen to see if that's causing it, and no matter what values i change or remove there, the jit.multiple just fails to render until after the song is done and i move the wires a bit. is there something else i'm missing? could the mainmetro bang from the world be causing it to be coloured over? i've attached the edited more concise patcher version of my project below.
edit: it requires the corresponding .wav file from the audio content browser provided in max.
Hi Lilian. Since your jit.gl.model that is feeding the jit.gl.mesh is @automatic 0, you need to send it a bang to tell it to output its geometry matrices to the jit.gl.mesh for rendering. You can do this either manually with a bang button, or automatically with a loadbang object (or in response to some other trigger in your patch).
Hi Rob,
that helped to fix the issue; i set that value to that model for something else since i duplicated it, but i didn't know that was what was blocking the render. thank you so much!