thinking aloud, can't you aggregate all the info into one super-nested 
structure, created at root in javascript. you then have only one patch cord to 
pass through each nested shape, picking a nesting off each time with index 
member?

toby

On 1 Jul 2010, at 08:30, MARK HARRIS wrote:

> Hi I've been use a system to generate organic movement ( see 
> http://vimeo.com/12749497 and http://vimeo.com/11891951 ). I use a "chain" of 
> shapes each nested within the next shape - and then have slight variations of 
> the variables for each element to create a generative animation. Problem is I 
> have to export all the inputs for each shape over and over again to the root 
> level so I can controle things . I and it takes forever! and not very 
> efficient - I was wondering if anyone can think of an easier way... I've 
> attached a basic example of what I've been doing (with no exported inputs)
> 
> Thanks in advance. Mark
> 
> 
> <branching.qtz>
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