I'd say go for creating the structure in javascript too. I'd also say to
'flatten' the structure for speed if you're running this through an iterator
or something.

Chris


On 1 July 2010 12:48, George Toledo <[email protected]> wrote:

> @toby: I was just typing this when I saw "new message" ;-) Good call.
>
> @mark: Rather than exporting, you mean "publishing".
>
> -George Toledo
>
> On Thu, Jul 1, 2010 at 7:44 AM, toby @ tobyz <[email protected]> wrote:
>
>> 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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