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Scripting Max? Possible?

February 15, 2008 | 4:23 am

I was wondering if there was a way to script Max. Like having a script that would go through your patch, delete all your number boxes, except ones somehow specified in a list or something, take all the inputs, and connect them to the outputs that the boxes went off into. I would think that an ascii file might be able to use perl or python to do this, but is there some sort of scripting capabilities in Max? some magical javascript maybe?

this would be great to be able to make even more global tools.

Possible? Am I dreaming? Will 5 have anything close to this?
If you’re familiar, I mean something like Discreet Logic Maya’s MEL language.



MIB
February 15, 2008 | 5:10 am

Not sure if that’s what you were hoping for, but have a look at MAX Tutorials 46 and 47…


February 15, 2008 | 8:09 pm

Pretty close. I didn’t see it in the tutorials, but is there a way to store a list of what’s selected when editing a patch? I thought it would be cool to be able to run a script on selected objects.

The way Maya works, everything created is named automatically. So you never have any objects without a name, which makes scripting pretty easily done.

Is there a setting or something in Max that creates names for objects upon object creation? Other than opening the dialog and naming the object.

The tutorials help, but not quite what I was thinking.


February 15, 2008 | 9:21 pm

Autopattr @autoname 1 ?
Cheers
Roger

> Is there a setting or something in Max that creates names for objects upon
> object creation? Other than opening the dialog and naming the object.
>


February 15, 2008 | 10:51 pm

I think that’s what I was looking for.
Thanks!


February 18, 2008 | 3:45 pm

Roger Carruthers schrieb:
> Autopattr @autoname 1 ?
> Cheers
> Roger
>
>> Is there a setting or something in Max that creates names for objects upon
>> object creation? Other than opening the dialog and naming the object.

Plus scripting with javascript should give you anything imaginable…

Stefan


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