thanks for this tutorial, it's really helpful! :) one thing I did notice is that when you're naming the patching rectangle attributes in your object creation (roughly 7:48 in the video), you got it the wrong way round, the attributes are in this order: xpos, ypos, length, height might be worth adding an annotation to the video to avoid confusion for future viewers. Thanks again, George
Much nicer way to use this.patcher! Do you know how to create and delete objects non sequentially? So I can set an integar, and just a singular object can be created or deleted, but maintaining the scripting names based on the integar value?
There is a way to do this in max: using the [thispatcher] object and its script commands. I use it a lot, actually. To do the for loops, I use a [uzi] with its rightmost outlet connected to a [combine] (something like [combine myObj i @triggers 1]). But I must say the javascript way seems a lot cleaner! Do you have any advice on how to get to know the basics in javascript for max? I mean, I know the basic syntax for functions and variables but I need some guidance on the more specific commands like this.blabla.getnamed(). The Max Reference points to a Javascript Reference web page which doesn't seem very Max oriented...
Read a Processing book. Processing is a language based on javascript that is tailored towards visual arts so basically you can learn the basics of javascript making audiovisuals or whatever, it's a lot of fun
thanks for this tutorial, it's really helpful! :)
one thing I did notice is that when you're naming the patching rectangle attributes in your object creation (roughly 7:48 in the video), you got it the wrong way round, the attributes are in this order:
xpos, ypos, length, height
might be worth adding an annotation to the video to avoid confusion for future viewers.
Thanks again,
George
Great tutorial, superbly delivered - really enjoyed it!
Thanks man, means a lot! :)
This tutorial has been so helpful. Thanks a ton!
Much nicer way to use this.patcher! Do you know how to create and delete objects non sequentially? So I can set an integar, and just a singular object can be created or deleted, but maintaining the scripting names based on the integar value?
Nice !
so Nice!
There is a way to do this in max: using the [thispatcher] object and its script commands. I use it a lot, actually. To do the for loops, I use a [uzi] with its rightmost outlet connected to a [combine] (something like [combine myObj i @triggers 1]). But I must say the javascript way seems a lot cleaner! Do you have any advice on how to get to know the basics in javascript for max? I mean, I know the basic syntax for functions and variables but I need some guidance on the more specific commands like this.blabla.getnamed(). The Max Reference points to a Javascript Reference web page which doesn't seem very Max oriented...
Read a Processing book. Processing is a language based on javascript that is tailored towards visual arts so basically you can learn the basics of javascript making audiovisuals or whatever, it's a lot of fun