Week 1 - Class 1
The first two weeks are class are getting a chance to reacquaint ourselves with Max - and the latest version of Max: Max 7.
Max 7 uses a toolbar-oriented UI that harkens back to Max 4, but the interface is much more robust - and discoverable. The UI is broken into four toolbars:
- The Top Toolbar: object selection and help
- The Left Toolbar: collections and subsets
- The Bottom Toolbar: operational features
- The Right Toolbar: learning more
In class I will go through all the options, but realize that the most important part of the user interface actually looks a little underwhelming - until you use it. The search entry, which is the launch point into the "Omnibrowser" (a code name for the documentation browser), which is a fount of knowledge for the curious Max user.
We will also be talking about the different aspects of a great Max presentation, and will discuss the kinds of projects that will make up the bulk of this quarter's class.
- Select groupings for project #1
- Work on first project (supervised in-class Max work)
- Review the work at the end of class
Homework Project due on Wednesday, March 30:
- Working as an individual, pair or team, create an installation project that combines visual and audio content, using techniques that you learned in Visual Programming I - but use this opportunity to create 'great' work.
- This installation will be placed somewhere in the Shwayder, and will be critiqued for the first Project (worth 25% of your final grade).
Week 1 - Class 2
In order to feel more comfortable with Max (and within the context of Max 7), we are going to review some of the basic concepts of Max, and review some of the most important objects in each of the media domains that you should understand (events, audio and video - along with some basic OpenGL).
Max (events) Review
The basics of the core Max product remains the same as it was in 1988 - it is about the generation of events, response to the events, and the creation of a user interface that interacts with events. Some of the most important objects in the Max event model are:
- number boxes
- message boxes and the print object
- metro, button and toggle
- route and select
- counter and random
MSP (audio) Review
Unlike events (which only show up when needed), audio is a constant, unceasing flow of data through any connected objects. This is one of the reasons that we have a different kind of patchcord for audio routing, and a different kind of object (which normally end with a tilde - '~') to handle the data. Important objects in the audio domain include:
- gain~ and ezdac~
- buffer~ and groove~
- biquad~ and filtergraph~
- meter~ and scope~
Jitter (video) Review
Video streams are a little different than audio - they are 'frames' of data that are relatively occasional in their generation (generally around 30 frames per second, vs. 44,100 audio samples per second). However, they are very dense data structures, so their patchcords are, again, different in appearance. Also, most video objects begin with a 'jit.' prefix.
Important video objects include:
- jit.movie (replacement for jit.qt.movie)
- jit.window and jit.pwindow
More Jitter (OpenGL)
The VP I class should also have given you a basic introduction to OpenGL. This is a 3D environment that we will be exploring to much greater detail in this class. However, you should be aware of the following OpenGL-based objects:
- As a class, let's discuss what your project will be for next Wednesday's installation. We need to make sure that you balance "creative", "significant" and "doable"! We will also talk about the techniques and technologies that you will have to use to accomplish the task - and maybe track down some examples. Hopefully we can all help each other!
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Last update: 03/22/2016