I am trying to set a ramp that moves from x to y over a unit of time, but I want the speed at which the numbers move to start slow and gradually get faster. So the ramp would be over a curved line rather than a straight line.
I guess I should have been more clear. I want a numeric ramp, that is based on a curved time line. I looked at curve~ and I don't think that it could help me out. Is there an object that would be the same as curve~ but without the ~.
Try this-- I found these a great starting point for learning more about curves: create a funbuff object, option-click it for the funbuff.help file, then double-click the object named "patcher more_interpolation." There's an example of interpolating from a table, "shupsh," with a curve already stored in it. You could invert the readout from that curve (say, 127-n) and use that number to modify your ramp time.
Also, I'm not trignometrically minded at all, so I found page 455 of the "Max45 Tutorials and Topics" .pdf to be a real eye-opener for plotting curves mathematically. Also open Max Tutorial patch 44, "Sequencing with Detonate," and its subpatch "Another Example" for the actual objects the manual describes. I started monkeying around with some of those formulae... another great time-killer... hope this helps...