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> > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) > Help/Unsubscribe/Update your Subscription: > http://lists.apple.com/mailman/options/quartzcomposer-dev/lists%40tobyz.net > > This email sent to li...@tobyz.net _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com