Below is a rough guide on the basics of making patches in Max.
- The first step to making a patch is creating a patcher window. A patcher window can be created by opening an existing patcher, creating a new blank patcher window by choosing New Patcher from the File menu, or creating a patcher based on a template using the New From Template menu option. If you have the contents of a patcher in the clipboard, you can also use the New From Clipboard menu option. This also works with the Copy Compressed patchers that are often shared in forums or via email.
- Next, you'll use the top patcher toolbar to place objects into your patch and connect objects together using patch cords.
- Your patch needs to be unlocked in order to add or edit objects and connect patch cords. You lock a patch to perform with it and adjust UI objects.
- To specify the behavior of objects, you can use the object inspector.
- As you edit a patch, you'll move around a patcher window and zoom in and out.
- Presentation mode is a great way to create a refined user interface for your patch.
- As you refine your patcher, you'll be aligning objects, aligning patch cords, and using the edit grid.
- To modify the z-ordering of objects in a patcher, you can use the background layer, or the commands to change relative object ordering.
- To clean up complex patchers, subpatchers are very useful.
- Finally, to customize more advanced settings of a patcher, you can use the patcher inspector window.
|Max Basics||Max Basics|