attribute vs message, looppoints in jit.qt.movie
Maybe I’m being stupid but…
‘looppoints’ is an attribute to qt.movie so I should be able to set it simply with something like:
[jit.qt.movie @loop 1 @looppoints 600 1000]
Instead I have to send it as a message as shown in patch below. Am I missing something or is it not supposed to work like this?
(still on Max 5.1.3 if thats got anything to do with it)
----------begin_max5_patcher---------- 734.3ocyW00aZCCE84vuBq7xdggRbhIgoUoseGSUUFhK3NrMK9lAsU8+9rcH MkBjPfT5dwo9Rhumyw2u5yC77mp1vz9nug9Exy64AddNSVCda264Knalsjpc ul+LkPvjf+vxeCXa.m8ueyMnLESK+Bf3RNvo.CslCKPvBllgVpTqVo3R.oY. vky0CQOpJPhBs0jLy9dBDUinHASqoyYlyQCLZVkuVxkrYpBoygwaMduRBZ9S LqsP7nfslkEBtbICbfNbqwUTX1BiquKmMCJIMNIv7MluLw8nb2Xy4ftc6Gwy b7SM8guN1+MNURENm5+ybNcoeseUEPkiCrFeYv.6xvSTfA074KY9ckGoVfiC 1c8PjH4vPs5rKMAOthUdv9bqde6YPDIaswe6EnHXPtBQB76vEHtMhGGaWIoM QbRWu8NpjLkJm2qZxCbXzZtLSs1umBqcJQHg3BmiZRVvcUVvMJKCQ9mmzLs. .krqw8gSbjKIt8.+X7m807J5uqqCpQiCBPgAAcJSHpUoXR4UebXiZQPukLzu JTNut2xElCDlF+ljfn3lziHx0nz9QHMflhl1qI9imzNkiS68D+yOgYaG+8jl 41YEDrdpWQbZcBBorue5QJJ9YmebLAI2LOjYNqmX4iDp+dPcIbDYBILMoihi oRTs5LoQ0IJ5+ypG11n+ArBCmg9gsRKJr74ETws8trXWAFbbicehR5szMCMu SPgb9l8615bsaR42MUuC9V66JqZUQ9rpCtprfQ0pXPFSaFVmBbSq45Wxldfp o4BdVFy86UJnfmUJ4keDAOhXBpbqjjp+9HW8mJRS1ACGFnjtgyKDQjS.QN88 5AI6POsiofqJldWzygwTTRGCwbgUggkc9bq6tA6FHJp70ratPVXKB16rHLXR EMHuBV6lKMLH8C.rWp.lbBUZh5XFL17+.Z0LS6c6CyHwU65Cz1lBhut41eD4 Q3.7qYHGOcwr4kA+CbMP2DK -----------end_max5_patcher-----------
Thanks for the report, seems to be an issue with specifying it in the object box. We will take a closer look.
Ok, so the deal is that you can’t have looppoints before you load a movie.
They are dependent on the timescale and length of the loaded movie, so there is no way to set them in its absence.
Ahh ok, its a small thing really (couple extra loadbangs), but does that mean its a message rather than an attribute?
Not quite, but I understand where you are coming from.
An attribute of an object is a setting or property that tells the object how to do its job. Messages, on the other hand, generally ask the object to take a specific action.
In this case, it doesn’t make any sense to set this particular attribute before certain other things have been specified, as as the looppoints attribute is dependent on them.
Granted, this doesn’t hold true across the board. There are lots of legacy messages that are a lot more like attributes, but this is the general rule. Attributes didn’t really exist until Jitter came around, so the process of attributizing stuff could be considered a little bit of a work in progress.
OK Ben, thanks for clearing that up!