Hook¶
A helper to get Jitter objects draw and tranform with SPARCKS render and transform nodes

Bridge Jitter Objects into SPARCK
Hook integrates standard Max/Jitter GL objects (like jit.gl.mesh, jit.gl.gridshape, jit.gl.model, etc.) into the SPARCK ecosystem. It handles context management, render group assignment, and transformation linking automatically — so your existing Jitter patches can render alongside SPARCK content without manual configuration.
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
drawto |
- | set the render group. Capture/Beamer/3DViewer have an equivalent in which you can choose which group to render. |
material |
- | select one of sparcks material nodes |
shader |
- | select one of spracks shader nodes |
parent |
- | parent transformation node |
position |
(local transformation) | position x y z |
rotation |
(local transformation) | rotation x y z |
scale |
(local transformation) | scale x y z |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| Outlet | Type | Description |
|---|---|---|
| link | message | link to object to place it into the sparck-context. It sends 'enable' 'drawto' 'shader' material' |
| link | message | link to object to connect it to sparck transformation. It sends 'anim' message |
How It Works¶
Two-Outlet Connection System
Hook provides two outlets that connect to different aspects of your Jitter object:
| Outlet | Purpose | Messages Sent |
|---|---|---|
| First outlet | Rendering context and appearance | enable, drawto, shader, material |
| Second outlet | Transformation control | anim message |
Connect both outlets to your Jitter GL object to fully integrate it into SPARCK.
Basic Setup¶
Connecting a Jitter Object
To integrate an existing Jitter GL object (e.g., jit.gl.mesh):
- Create a Hook node
- Connect Hook's first outlet to your Jitter object (for context/rendering)
- Connect Hook's second outlet to your Jitter object (for transformation)
- Set
drawtoto choose which render groups display your object - Optionally set
parentto link to a SPARCK transformation hierarchy - Optionally assign a SPARCK
materialorshader
Your Jitter object now renders in the SPARCK context and responds to SPARCK transformations.
Render Group Control¶
Controlling Visibility
Use drawto to specify where your Jitter object appears:
Transformation Integration¶
Using SPARCK Transformations
Hook provides full transformation support:
- parent: Link to any SPARCK transformation node (TfmNode, RigidBody, etc.)
- position/rotation/scale: Apply local transformations
Your Jitter object inherits the full transformation hierarchy, including motion capture data if parented to a RigidBody.
Material and Shader Assignment¶
SPARCK Materials and Shaders
Apply SPARCK rendering features to your Jitter objects:
- material: Assign a SPARCK Material node for consistent lighting/appearance
- shader: Assign a SPARCK shader node for custom effects
This allows Jitter objects to benefit from SPARCK's shader system, including projection mapping shaders like SpatialShadery.
Why Use Hook?¶
Always Use Hook for Jitter Integration
When connecting Jitter objects to SPARCK, always use the Hook node rather than trying to specify contexts manually. SPARCK manages multiple rendering contexts:
- Sparck-Context: Main rendering context
- Viewer-Context: 3DViewer display
- Output-Context 1-4: Final output windows
Hook ensures your Jitter objects render to the correct context and integrate properly with SPARCK's rendering pipeline.
-
Quick Start
Get started with Hook in minutes
-
Complementing Hook
-
Tutorials
-
Community
Need help or want to suggest improvements?
Last updated: 2025-12-04 | Edit this page on GitHub