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tutorials

Working with Hardware: DMX, Part 3

Lighting up a dancer using Max 6, a Kinect and, a LED projector.

Physical Modeling Synthesis for Max Users: A Primer

Explore many ways to try physical modeling synthesis in Max.

Introduction to jit.phys, Part 2

Harness rigid bodies with the second tutorial video covering collisions and constraints.

Physics Patch-a-day

Get immersed in Jitter Physics with two weeks of daily patches.

Working with Hardware: DMX, Part 1

In this tutorial series, you can explore the world of programming DMX with Max.

Expand Your Sounds with Soundflower

Expand sounds in your next Audacity project.

Gen 3: The Fine Art of Surfacing

jit.gen can handle matrices of any type, dimension, and planecount.

Working with Hardware: Livid’s Code

Part 3 of the tutorial series on Livid Instruments' Code.

Gen Patch-a-day

Get helpful and fun examples of Gen, the new Max add-on.

Gen Tutorial 2b: Adventures in Vectorland

The jit.pix-based patches we created in our last tutorial do cool things and use patching techniques that will probably be accessible to the average Max user, they’re not all that they could or should be as Jitter Gen patches. Don’t get me wrong – they make sense and introduce the idea of swizzling data from a [...]

Gen Tutorial 2a: The Joy of Swiz

A two-part introduction to Gen objects in Jitter

Working with Hardware: Livid’s Code (Part Two)

In part 1, Darwin showed us all the fundamentals behind step sequencing in Max, and extended that from the computer to the controller. With hands-on, real-time, improvisatory control over a sequence, he articulated the technical know-how to experience the joy of Max. In this article, I’ll explo...

Working with Hardware: Livid’s Code

A series devoted to building software for hardware.

November Patch-a-day

Exploring MGraphics for UI Design

gen~: The Garden of Earthly Delays

Sequence of little patches for some audio fun.

Creating a Vizzie Effects Module

Here's how you use the Vizzie Kit.

Noise Tutorial 1: Riding Tandem With The Random

In the last several tutorials I’ve written, I’ve been talking about a subject that interests me a great deal – how to add variety to a Max patch in ways that both provide you with surprising and interesting combinations and do so in ways that make the transition between your input and what your patch [...]

Demystifying Expressions in Jitter

One of the most feared and respected objects in the Jitter collection, jit.expr arrived on the scene as part of Jitter 1.5. In some circles, there is a belief that harnessing its power will bring you great powers and enable you to achieve untold wonders. The fact is, jit.expr is a really amazing tool, but [...]

LFO Tutorial 6 (Live if you want it)

Since a lot of people are interested in what the process of porting a Max patch for use in Max for Live looks like, I thought I’d take this tutorial as an opportunity to go over the steps I used to take my waveplayah patch and to convert it to a Max for Live device [...]

LFO Tutorial 5 (LFO Child Slight Return)

A while back, I wrote a series of four tutorials based around the idea of how you could generate and organize variety in Max patches. I wrote them first and foremost because that idea of generating and organizing variety by some means other than random numbers or noise sources has been an interest of [...]

A Video Processing Device for Max for Live

While many people are looking at Max for Live as a great way to integrate their favorite hardware controllers, build really unique effects, and add variety to their productions, I was eager to explore what could be done with video inside of Max for Live.

Making Connections: Camera Data

Coming up with ways to get information about the physical world into Max is one of the most fun aspects of working with the software. Whether it is for video processing, sound creation, or any other type of output, physical interactions provide a space for much more interesting relationships to develop. Unfortunately, many ways to get this information into Max require the user to get comfortable with connecting wires to circuit boards and understanding basic (and sometimes not-so-basic) electr...

The Video Processing System, Part 4

In this installment of the Video Processing System, we're going to tackle two big hurdles that Jitter users often find themselves coming up against. The first thing we will add is an improved, high performance video player module based around the poly~ object. This will allow us to load a folder full of videos and switch between them quickly and efficiently. The other module we will add is a simple recording module to capture our experiments. Since we are using Open...