New object position
If this is already possible I need a hint about how to do it :)
I like the key commands for new objects, but I don’t get the positioning of new objects. What I want to get when pushing a key for a new object is a new object below, above or next to (left or right) the previous object.
Currently it is the mouse cursor that decides these things and therefore (as far as I can see) it should be a fairly easy thing to add or subtract from the mouse x and y to position new objects in a more keyboard patcher friendly.
I hope this helps.
Thanks for your reply.
I used the toolbox on 4.6 but i skipped it due to some problems when 5 came out. Do not remember why, but something became frustrating.
I really like the toolbox, but it still involves mousing for initial positioning of new objects (right?).
A "line shift" function when adding new objects would make (in my opinion, at least) patching life easier. And if the previously initialized object could auto-connect to the new object, it would be almost to easy :)
Quote: Arve wrote on Mon, 29 December 2008 16:53
> Thanks for your reply.
> I used the toolbox on 4.6 but i skipped it due to some problems when 5 came out. Do not remember why, but something became frustrating.
> I really like the toolbox, but it still involves mousing for initial positioning of new objects (right?).
Maybe try the toolbox again, it seems to work fine for me in 5 (XP). As far as your other question, do you use duplicate? That would get you a nice row or column right away. Of course, it only duplicates, not creates new objects.
I pretty much always create new objects by alt-dragging, it seems faster for most things (though I take care to avoid doing this with the obvious, like subpatchers or pattrstorage etc.) which wouldn’t be good to duplicate…
Plus if you hold Shift when you alt-drag, the new object will stay in line with the old.
Thanks for your reply. I will try the toolbox again, no problems with that at all.
My suggestion for a "auto-align and connect new objects created by keyboard shortcuts" feature, is not a suggestion for replacement of other patching techniques.
I have patched for years using mouse and keyboard (alt-drag and such). But with max5 and keyboard shortcuts for new objects as a built in option, I find it somewhat strange that creating new objects by using only the keyboard (like hitting "n" for a new object) requires a mouse move to change position for the next object creation (by hitting "n" again).
Most often I know what I am going to patch before patching, and just hitting "n" for a new object, then writing the objects name, hit enter to init the object, and then n for a new object aligned below the previous one (or to the right or left by holding down a left/right option key + n) and then see them connected without having to use the mouse at all, now that would be good in my world.
I don’t know anybody who patches by putting all new objects on top of each other as a stack of cards. Therefore it would be nice with an automatic offset for objects created by using the keyboard. When the "new creation by using keyboard" chain is broken by moving the mouse, then hitting n would start a new chain of auto-align and connect.
This offset and connect-feature could even be included in the toolbox, but built in would be just amazing.
I’ve been playing with a rather lovely new vsti called Synplant from
Sonic Charge. It all works ok, except that when I try to use many of
the plug in menus nothing happens except this message in the max window:
max_newtable: needs to be implemented
Is this something missing in Max, or something that Sonic Charge need
to sort out?
This is on Mac OSX and Max 5
A quick and dirty workaround idea as you can’t move the cursor by script: move the patcher (Place your cursor where you want to start, hit n for your new object or whatever you need, hit space after your done creating the new object and create the next one) After that use toolbox to connect everything cascade or whatever you might need….
----------begin_max5_patcher---------- 632.3oc2WtsiaBCDF9ZxSgE6srQ3Cbp8p9BTodc0pJB3l3tIlnfSS1tZe2Kd bHsIs.lMT2pJT.4wlwi+7+L377LO+EUG409n2f9Hxy64YddfIsAuSs872jer XcdMLLeI+P0hu3GX5RwOp.y070HJo071bUwJgb4m1wKTFuyxBmGFfHQYyiBP LJznwD5gSuinDbTiyumc1QetRpj4a3PWuamHecaOx8ap1qVyUPXQNY0XR8zV tYV8WjKW5Gf78OOOZWVK9FL.LoILN6Og7r6z1dY1L8sfaCL2iH8gkXRhlDzX .HThFNchkvwhEbWXQHU+qRjnDCJhYCSDZ1+EDYadwin5lKr4p2zHBfkLr9AN h0adDdxvy3XS7zwl8xWAcnoVPGZ5XoSbmzIv7SKh9sOFE8vSG8TqD0.m36Ft 1LECYdwY8RM1jUad70kakm04es0I28dsatXch7eq91cePemKKMVPO7Jv5Fdc c9R9uv0CBYY0AzRtIjG9ydoPcLi7Dm1AZo+kRWmvRYOxexBZPi0OLGEnKgFI Yrzf0Ws8aOsLb50O7i7h9vUDnWXD.WII8IdHQ+oEO34QYQ3zjgTPva6uVHu9 fkvJTa+RfUWseWQ6b2lGf9whrjWqDxbknR9yChcwfVIJK4P+s6caDkaqZ1jO EDcj9acLwrIlRcaLkZQLoOCfqiIrMwD1YwzUHXZzSQgX3OxfgChwLImW1hFB eIkkA04fVtXknqD3vc7qltogtrXCcYvI3XlyycYqomtf1kXi1k317IlMwDyc 63I1T2g3TU3USWGpPpaqElYa8Ypa0Szg3Tla26BskSQtkSQCESg2.mZZ7xru CT.XtQH -----------end_max5_patcher-----------
Quote: jko wrote on Tue, 06 January 2009 17:39
> A quick and dirty workaround idea as you can’t move the cursor by script:
Actually you can, use this:
;max pupdate $1 $2 (pretty sure that’s it, for "pointer update", not sure it’s exactly this but I’ve done it in the past)
where $1 $2 is the screen position of the cursor. Could do all sorts of interesting (or annoying) things to the end user this way. One nice thing would be to create patch tutorials where the cursor moves around to the different UI elements, etc.: use mousestate and mtr to record your motions, then playback the positions to the ;max pupdate command. Combined with aka.keyboard etc. you could auto-create all sorts of objects.
Quote: seejayjames wrote on Wed, 07 January 2009 01:00
> Actually you can, use this:
> ;max pupdate $1 $2 (pretty sure that’s it, for "pointer update", not sure it’s exactly this but I’ve done it in the past)
Quote: stefantiedje wrote on Tue, 06 January 2009 17:48
> That explanation was missing in the first post (or at least haven’t been
> clear enough)
Sorry for being unclear on this…
> I think it would be a good idea, the connect might (should) be done with
> an extra stroke, to connect the two previously created objects.