Making a Credits Roll in jitter.
Hey! I am trying to make this credit roll in max msp, and here is the result that i got.
I do not like my approach of penciling in the area where the next event is flush and adding 0.1 as spacing. is there a suggestion to make this Credits roll more streamlined or ajustable?
lets say I would add an extra line of text, is there a way to make it responsive for correct spacing between each section.
Thanks!!
Since you apparently do nothing fancy with the text itself I would render it as an image with transparent background in a separate software and scroll the image in Max. It would become super easy to format the text and edit it as you like, then it's a matter of exporting the resulting image to get the final composition in Max.
If you want to stay in the Max world, you could set the [jit.gl.text] mode to 3D so you can enable the boundcalc attribute and get the boundaries of the generated text, from which you could deduce the position of the following line. But it's very impracticable.
If you were using same font size and alignment, one [jit.gl.text] would be much easier to handle.
This makes me want to make a custom version of [jit.gl.textmult] for 2D text and the ability to change alignment, font and fontsize on a per-text-block basis.
yes!
I wanted to be able to build it in max for malleability. It is for a performance and if the performers are different for a specific performance, I can quickly change the name in the patch. I'll try the 3d + boundcalc!
yes your custom jit.gl.textmult could be cool, I think this is a pretty standard feature in text editing software and having this ease of use in max could be great!
I have been thinking of creating a jit.grid or jit.ruler object to help align scenes in jitter with an overlay of the dimension of your choice.
you can use a single jit.ui.canvas to draw a customizable grid. you could even add an empty jit.ui.button to get some draggable guide lines.
In theory you could actually use the jit.ui.button to hold the text elements, however I was unable to figure out how to decouple the jit.ui canvas from the render window size, in order to get a super tall canvas for laying out the text elements.
Great!
thanks for the help and suggestion from ROB, I will use this.
I used the boundcalc to get me there, perhaps I should read a bit about fonts for this, but I seemed to have a lot of varitations among for the height of my Headers. I got 0.9s and 0.7s and I imagined they would all be around the same values!
Thanks for the help! here is the updated patch !
M