Hi out there,
So, am I correct that if I want UI objects in subpatchers to appear in the main patch’s Presentation Mode, the only way to do this is to use a bpatcher?
I did try adding to the subpatchers Presentation Mode, then cut/paste into the main patch’s, but it rendered the UI element useless because it had been cut from the object it’s controlling, which makes some sense.
You can use [patcher] or abstractions with [pcontrol] to open them inside a new window but if you want your subpatch visible in the main patching window then you need to use [bpatcher]. Make sure to go into your subpatch or abstraction, right click on some blank space, open the pathcer inspector and check the "open in presentation" box.
OK, I see what [pcontrol] does now– Not what I’m looking for here, but good to know.
What you said above being the case, the larger issue is one of understanding the best general workflow and structure for building even fairly small things in Max. Here is the typical scenario:
1. Start building basic pieces in various areas of the patcher window
2. Encapsulate into subpatchers to modularlize
3. Start refining the UI objects
4. Realize there are UI objects that are needed in all the various subpatchers. This means making them all abstractions (even temporarily) so they can be used in [bpatchers]
5. Having to unpatch the main patch, replace the initial subpatchers with [bpatchers] (which is also tougher to deal with in Edit View
Since I’m more less still just starting, I’m not sure if there is a way to streamline this. Or is this way it’s done? It’s not the end of the world if it is, but I’m not sure what to expect.
I know [send/receive], and [pattr] might be able to help here. Is that the workaround? Or can I change something about my process and/or general patch structure?