Grand MA2 Help Page: Difference between revisions
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[[Category:Projects]] | [[Category:Projects]] | ||
==Macros== | ==Macros & Handy Syntax== | ||
'''key things to remember layout edition:''' | |||
1. there is no label button pressing the keyboard will label cues and palettes without the need to press any buttons | |||
2a. tools, setup and backup are three very useful buttons as they bring up some of the most essential buttons on the console tools that tell you about your current show file and the current user profile that has been installed. Back-up is how to save the show file, save the show as, loading shows, save as Grand MA 3 files etc. | |||
2b. is all of the information about networking the user settings the console and the show file itself. this includes a network control and configuration of the grand master and misc keys and patch | |||
3. in order to clear the programmer the clear key needs to be pressed 3 times | |||
4. enter has been renamed to please. | |||
5. On Grand Grand MA2 consoles you can give lighting instruments a fixture id and a channel id you can change which id you are inputting into the console by pressing the channel and fixture buttons to set either channel or fixture to default press either fixture or channel as desired and then press, please | |||
6. oops = undo | |||
7. there is no fixed patch button you have to go through set up and get into the patch that way | |||
'''Macros''' | |||
one very useful macro is one which parks on and unparks the hard power for any intelligent fixtures | |||
for instance e.g park(pause button pressed twice) channel x at full | |||
to unpark channels press go+ (the small one) twice and then channel x then please | |||
another useful macro is one which stomps all of the current effects that are running onstage. this is useful if you need to temporarily stop the effects running onstage | |||
other useful macros include things like inverting the pan and tilt | |||
another example I saw was a macro to select lee filters | |||
==Presets== | ==Presets== | ||
Line 95: | Line 127: | ||
==Controlling Fixtures== | ==Controlling Fixtures== | ||
One useful set of buttons on the Grand MA2 is the next set and prev buttons these are particularly useful in focus when you're working through a sequence of | |||
the next and prev buttons are self-explanatory press them to go either one fixture or channel forwards or backwards in your given cue stack | |||
your currently selected and active fixture will always be bright yellow your selected but inactive fixtures will be in a dimmer yellow | |||
'''groups will remember the order in which they were selected''' | |||
==Layout view== | ==Layout view== | ||
''' what is a layout view''' | |||
I would say that layout view is the MA equivalent of a magic sheet on ETC and in many aspects, it does a very similar job however | |||
a layout is a 2-dimensional view within this view you can add text, fixtures and channels | |||
you can also add any image you like from the image pool | |||
any object can be moved and scaled to suit your needs | |||
''' where are they stored''' | |||
Layouts are stored within the layout pool and you can have multiple layouts stored in the pool its like having pages of them | |||
'''Creating layouts''' | |||
the layout view can be found under the other section when creating views | |||
the layout pool can be found under the aptly named pools tab | |||
==Sequences== | ==Sequences== | ||
'''Basic Sequence Info''' | |||
A cue is a single look onstage a cue can contain as much information about lights as the programmer chooses it can also contain timing and effects which are mentioned further down on the page | |||
a sequence is a list of cues put together one after the other among other things it will contain timing and trigger information this controls how the cues run | |||
'''Executors''' | |||
Executors are your playbacks on the console | |||
when you store cues on an executor the cues are attached in a sequence. you can use this executor to output the sequence from the console | |||
'''storing multiple cues on the same executor''' | |||
1. create your second look onstage | |||
2. press the store button | |||
3. press a button on the same executor that had the first cue on it | |||
4. press create second cue | |||
N.B pressing store and then the executor button will automatically store the next number in the sequence. | |||
'''allocating a custom cue number''' | |||
1. create your look onstage | |||
2. press store cue number | |||
3. press executor button | |||
'''Managing cues''' | |||
'''controlling which executor is currently selected''' | |||
to change the currently selected executor press select and the press the executor you want to select | |||
'''selected sequences''' | |||
the selected sequence is connected to the master faders in the centre of the console. this means that pressing master go, go back or moving the faders will trigger the selected sequence | |||
it is easier tow rok with a selected executor instead of choosing an executor button it speeds up your programming. | |||
for example store cue 25 please will automatically put cue 25 onto the selected executor | |||
'''deleting cues''' | |||
to delete a single cue | |||
1. press del | |||
2. input the cue number you want to delete | |||
then depending upon wether or not you have slected the executor the cue is in you can either press please if you've got it selected or press the executor button if you haven't | |||
you can delete multiple cues simply by inputting the following | |||
delete cue 10 thru 15 - deletes cues 10 through 15 | |||
delete cue 10 thru deletes all cues from 10 up | |||
'''copying cues''' | |||
copying cues is very simple | |||
for example copy cue 2 at 4 copies the contents of cue 2 and puts it at cue 4 | |||
'''moving cues''' | |||
to move cues simply press move | |||
for example move cue 2 at 4 | |||
'''inserting cues''' | |||
to insert cues in between existing cues you can use move store or copy | |||
a pop up will appear press ok this will be explained in the tracking section | |||
==Editing cues== | ==Editing cues== | ||
'''Introduction to Editing Cues''' | |||
there are 3 common methods for editing cues these are: | |||
update cue is when you play back cues and make changes to it whilst it is live and then update the cue to save the changes | |||
Edit Cue this function brings the cue back into the programmer so that it can be edited you can store it in the same location when you are finished | |||
Store over existing cues you can make changes or create new information and then store this over the cue or cues and either overwrite merge or remove values | |||
'''Update''' | |||
the update function can be used when a cue is playing back | |||
playback the cue that needs editing | |||
make the changes in the programmer | |||
check the correct cue is displayed | |||
press update cue | |||
'''edit cue''' | |||
the edit cue function will bring cues into the programmer this allows you to make changes to your cues | |||
once you have finished press update to store the cue in the original location | |||
a pop will appear asking you to confirm it | |||
'''Store over Cues''' | |||
if you want to you can store cues over other cues | |||
make changes to your lights and then press store cue 5, please | |||
==Tracking== | ==Tracking== | ||
'''Introduction to tracking''' | |||
'''What is tracking''' | |||
tracking is a system that means that once a fixture is told to do something in a cue it will continue to do the same thing until told otherwise. there is a sheet within the console that allows you to see what tracking its aptly named sequence tracking | |||
'''tracking at work''' | |||
on Grand MA2 you can handily identify what is going to happen at the next cue by using the colour coding below: | |||
cyan is used for values going up | |||
green for values going down | |||
white for any values staying the same | |||
purple for tracked values | |||
'''hard values''' | |||
the difference between hard values and tracked values is simple: | |||
a hard value doesn't track and the three colours cyan green and white simply tell the direction the hard value is going in | |||
white values occur when the hard value is stored at the same value as the previous cue | |||
''' no tracking''' | |||
you do have the option to turn tracking off however in the context of RCS it isn't necessarily done often but you can turn it off quite simply: | |||
press assign | |||
press your executor button the view opens press options in the top right corner | |||
find the tracking option and deactivate it | |||
'''Tracking Options''' | |||
'''Store Cue Only''' | |||
store cue only allows for values to be adjusted but instead of allowing the values to track through the piece fully it simply stores it in that cue only | |||
'''Update Options''' | |||
when you press the update key there are a few different options available | |||
when your updating cues no matter where you are in the sequence it will always update back to the last hard value however this is dependent upon what is currently in the programmer if it is in original content-only mode | |||
you can also update the selected cue by changing the setting to add new content. | |||
this toggle is located in the top right corner of the update window which pops up when the update key is pressed | |||
'''Delete Cue Only''' | |||
when it comes to deleting cues a handy pop will appear to give you two choices for the different ways to delete the cues | |||
the two options are normal and cue only deletes the cue without affecting other cues | |||
normal will delete that cue and will affect other cues around it | |||
'''copy cue''' | |||
you get a pop-up when copying cues with a couple of options in it one of which is to copy cue only which would impact cues after the copied cue. | |||
status option - takes the soft-tracked values and converts these to hard values. this option does remain on after copying so this is something to bear in mind. | |||
'''Cue Zero''' | |||
to turn on cue zero go into your executor options by pressing assign and the executor your currently using press options and under tracking press the cue zero on button | |||
pink dots on Grand MA 2 indicate a tracked closed value | |||
the brackets indicate that the console has chosen to use the default settings for the light | |||
cue zero is especially useful for the creation of longer sequences which helps to reduce mistakes if you copy earlier cues where you haven't used the selected lights yet. | |||
'''Tracking Sheet''' | |||
'''interacting with the tracking sheet''' | |||
it is useful to make changes directly in the tracking sheet sometimes | |||
you can either tap on the value you want to change or draw a box around a group of values | |||
then you need to open the tracking options view by either click and hold, right-click the mouse or tap the screen encoder | |||
'''editing values''' | |||
if you press the edit key on the tracking options view you will be able to edit a value directly in the sheet | |||
you will also get any relevant preset on the right which allow replacing values with presets if desired | |||
'''Blocking and unblocking''' | |||
Blocking is changing a tracked value to a hard value e.g changing a magenta value to a white value | |||
unblocking is the opposite of changing a hard value to a tracked value | |||
''' only white values can be unblocked''' | |||
'''blocking and unblocking continued''' | |||
once you have chosen to unblock or block you then have to decide what values this is going to apply to in the source section | |||
you can apply it to the following: | |||
selection - will apply only the cues you have selected | |||
select cue(s) will apply to all channels in the same cue as the value selected | |||
complete - applied to all values across the sequence | |||
selected channels for all cues will apply to the channel or attribute across all cues | |||
'''Tracking Shield''' | |||
tracking shield will allow tracking to go, forwards, until it finds a cue with the dimmer intensity on. this will then be converted to hard values and shielded from the prior changes | |||
Tracking Related Options | |||
''' Status Merge''' | |||
a status merge is an option that comes up when you store over an existing cue you press it you will store the following values: | |||
anything in the programmer | |||
any values currently playing back from the selected executor | |||
it will ignore values playing back from unselected executors | |||
'''Remove and Release''' | |||
when you store information over an existing object for example a cue, you will get a pop-up asking what you want to do. | |||
remove will remove data for any active items in the programmer whilst release will store a new value called release into the object. | |||
when an objects release it will let go of those values allowing control from elsewhere | |||
'''Cue Mode''' | |||
Cue mode is a means of setting tracking breaks within your executor | |||
you don't need to change the sequence to insert tracking breaks and tracking breaks won't change the sequence either | |||
==Chasers and Off== | ==Chasers and Off== | ||
'''Off''' | |||
the off-key can be used to turn off any running executor the syntax for this would be to press off and then an executor button | |||
pressing the off key twice opens the off-menu from here you can turn off any running item just by tapping on it | |||
'''Chasers''' | |||
''' creating a chaser''' | |||
1. ensure all of your executors are set to off by pulling all of your faders down and pressing the clear key three ties to ensure that the programmer is cleared as well | |||
2. pick your chosen starting point, apply the desired starting look and store it onto a button executor | |||
3. press next fub ll and store that into the same executor. when the pop-up appears to tell you what would you like to do with the information press the record second cue now you only need to press this once. please repeat this step until you have completed the chase as you would like it to be | |||
4. playback this executor to ensure that the chaser looks as required. | |||
''' converting sequences to chasers''' | |||
5. press assign and then press the executor button where you stored your chaser. | |||
6. this will load a pop-up menu. in the top right corner of this, there is a button marked chaser | |||
if you have successfully completed these steps the executor should be cyan and not yellow | |||
'''chaser settings''' | |||
to edit a chaser you can make changes quite easily by pressing edit followed by the executor key where you stored your chase | |||
once you have done that step you should see a list of cues and some options beneath these | |||
the encoders are also linked to the chaser at this point | |||
step fade controls how the chaser moves from cue to cue | |||
you have also got control over which direction the controller moves in | |||
loop control tells the chaser to run endlessly run once and turn off or run once and leave the last cue on | |||
there is no save button for chaser settings because chaser settings auto save | |||
==MA Tricks== | ==MA Tricks== | ||
'''using MA tricks''' | |||
next prev and set were mentioned in the getting started section but as it may feature again in this section here is a reminder of the functions: | |||
select your channels or fixtures | |||
press the next key to select on future at a time from the selection | |||
press the prev key to go backwards through your selection | |||
press the set key to reselect all your fixtures | |||
this could be very useful during focusing sessions or rig check | |||
the selected fixture will be a bright yellow and the selection but not selected will be in a dark yellow | |||
'''Highlight and Solo''' | |||
highlight and solo keys can be very useful especially in the early stage of programming | |||
Highlight will force all dimmers gobos and colours of all fixtures to open whilst the solo key will force all dimmers of fixtures not selected to closed | |||
'''MA Tricks''' | |||
MA Tricks is a way of filtering your selection | |||
once you have selected your lights you can use ma tricks to pick out certain sections within your current selection | |||
for instance every other light | |||
==Executor Functions== | ==Executor Functions== | ||
'''assign executor''' | |||
you can change the behaviour of the buttons and faders in an executor using the assign executor view | |||
to access this view you can either press the top part of the executor button or type the following: assign executor 1.1 | |||
in the command, the first number refers to the page and the second number to the executor | |||
eg assign executor 2.3 would be executor 3 on page 2 | |||
once in the view, you can change the function of the buttons and faders by pressing the corresponding keys | |||
'''fader assignment''' | |||
if you press the key for fader options there are a range of functions available some of the more commonly used functions include: master, crossfade to manually transition from one cue to another with the fader, rate to speed up or slow down cues in real-time, speed to control the speed of a chase and last temp fader which attaches all functions to the fader for instance if you had a position in the cue the lights would move into position as you move the fader up | |||
'''button assignment''' | |||
if you press the key for button options there is an even wider range available to you as the programmer | |||
popular keys people like to use include: | |||
flash snaps the contents of the cue to full, swop temporarily turns the executor on and the others off but reverts when released, kill like swop turns off your other executors and turns this one on but your other executors remain off when released and toggle 0 press it once to turn it on and press it again to turn off | |||
'''Width''' | |||
if 3 buttons and one fader aren't enough you can expand an executor using the width keys at the bottom | |||
you can expand one single executor up to five faders wide giving a total of 15 buttons and one fader | |||
''' you cannot expand an executor over another and you cannot expand across the gaps between each block of five executor faders''' | |||
'''other executor controls''' | |||
in the top left corner by the first encoder wheel, there is a bank of executor controls that can be used at any time with any executor | |||
press the function you want followed by any executor button to apply it | |||
fix - if you fix an executor it will be locked to that fader even when you change the page | |||
select selects the master executor | |||
off- turn off the executor | |||
temp- bring in the cue temporarily with fade times | |||
top- jumps to the first cue in the sequence | |||
on- turn on the executor | |||
<<< - snap back 1 cue with no timing | |||
learn - hold down and press an executor button repeatedly to learn the speed | |||
>>> - snap forward one cue with no timing | |||
go- - Go Back | |||
pause - hold the cue part way through | |||
Go+ - Go Forward | |||
==Effects Part 1== | ==Effects Part 1== | ||
''' | '''effect parameters''' | ||
'''Forms''' | '''Forms''' | ||
every effect needs a form to function | |||
the form defines the type of movement the attribute is going to follow when you run the effect | |||
the console has a number of predefined forms that you can use to create effects by default the form for effects is the sin | |||
'''Speed''' | '''Speed''' | ||
speed is measured in BPM (beats per minute) | |||
this refers to the number of cycles per minute that an attribute goes through | |||
for example if the BPM is set to the default of 60 and you apply a bump to a dimmer channel then the light will fade on and off 60 time in one minute | |||
'''note that for pan and tilt effects 60bpm is far to fast for most moving lights''' | |||
'''Low and High''' | '''Low and High''' | ||
the low value is the lowest point my attribute will reach when running the effect whilst the high value is the highest point | |||
you can independently move the high and low values to adjust where your effect goes | |||
note that low and high values are not limited by the range of the fixture | |||
e.g you could set up a bump on a dimmer with a high value of 200% the effect will simply just hold at 100% until the form comes back down into the range of the fixture | |||
'''Phase''' | '''Phase''' | ||
the phase controls how multiple fixtures are spread out across a form so they all look different on stage rather than doing the same thing together | |||
the position along a form is broken down into 360 degrees phase is also measured in this unit | |||
for instance, if you have two fixtures and set the first phase to 0 and the second to 180 they will both be exactly out of phase with each other | |||
one fixture will be on whilst the other is off | |||
to spread an effect across a number of fixtures you can spread the phase so they all do something different | |||
for instance, if I had ten fixtures and spread them out across the phase 0-360 the fixtures will follow each other over the form however the fixtures aren't spread evenly because 0 and 360 are in the same position on the form. | |||
when selecting the phase for your effect you can use the pop-up box as with many other attributes | |||
if you were to press the button labelled 0..360 the console will assume you want to spread fixtures out evenly | |||
the console will calculate the phase values so that the last fixture is at 360 whilst being a proportional amount so that all fixtures are spread out evenly | |||
'''Width''' | '''Width''' | ||
width control can be used to shrink the form to speed up the time the effect takes to complete | |||
this particular parameter is measured in percent | |||
e.g a fixture using this effect would fade on and off following the bump in half the time and spend the rest at 0 as this is the start position of the bump | |||
'''PWM''' | '''PWM''' | ||
this acronym stands for pulse width modulation | |||
it is a form that you can manipulate within the effects engine | |||
it is a simple on off form | |||
using width you can control the proportion of time that the form is off | |||
'''Attack and Decay''' | '''Attack and Decay''' | ||
if you add attack and decay to PWM form you can control the fade up and fade down parts of the form | |||
'''note attack and decay can ONLY be used with the PWM form | |||
'''Absolute and Relative Effects''' | '''Absolute and Relative Effects''' | ||
Line 134: | Line 602: | ||
''' Groups, Blocks and Wings''' | ''' Groups, Blocks and Wings''' | ||
'''groups''' | |||
if you scroll to the far right section of the effect editor you will find groups blocks and wings if you set groups to one all lights will be grouped together. if you set your groups to two every other light does the same thing and so on as the group number goes up. | |||
'''Blocks''' | |||
if you set your blocks to two every two lights does the same thing and so on. | |||
'''wings''' | |||
wings will put the rig into the number of wings as specified by the programmer e.g | |||
when wings are set to two | |||
one forwards | |||
one backwards | |||
when wings are set to three | |||
one forwards | |||
one backwards | |||
one forwards | |||
these controls can be combined | |||
these controls allow for another dynamic to be provided for your effects | |||
'''Shuffle Selection order''' | '''Shuffle Selection order''' | ||
'''Labelling Effects''' | '''Labelling Effects''' | ||
once you start working with multiple effects it is quite important to label your effects to help distinguish between them | |||
to label an effect | |||
Press the label button | |||
select the effect you wish to label | |||
'''Copy an Effect''' | '''Copy an Effect''' | ||
effects are copyable the same way any other object is | |||
to copy a cue | |||
Press the copy key | |||
Press the effect you want to copy | |||
Press the destination it should go in | |||
'''Storing an Effect into a Cue''' | '''Storing an Effect into a Cue''' | ||
'''the effect control bar''' | Effects in the effect pool work much like presets. If you select an effect from the pool and store it in a cue it will link back to the effect. Any changes made to effects in the pool will change in any cue where that effect has been used just like presets. | ||
storing an effect into a cue | |||
select the fixtures | |||
turn them on | |||
apply tilt effect | |||
store cue as normal | |||
''' the effect control bar''' | |||
when you run an effect the effect control bar will appear at the bottom of the screen | |||
the control bar can be used to modify the effect for instance speeding up or slowing down an effect | |||
another function of the bar is to be able to easily update the effect just be using the update key | |||
multiple effects can be modified in that cue only and thus saves the need for lots of different effects to be built | |||
you have three options after modifying your effect from the effect control bar | |||
1. make a new and unique cue | |||
2. press update to modify the original effect | |||
3. press store and make a new effect with your modified settings | |||
''' creating a sequence with effects''' | |||
effects will follow cue fade times and fade in and out following the times set in the sequence | |||
to remove effects there is a release effect button on the effect control bar and you have to follow the following steps: | |||
1. select your fixtures | |||
2. select your effect | |||
3. press release effect | |||
this should then appear in the programmer as a storable object | |||
==Effects Part 2== | ==Effects Part 2== | ||
'''selective and template effects''' | '''selective and template effects''' | ||
when you select fixtures prior to creating the effect and these fixtures are stored in the effect it makes it a selective effect | when you select fixtures prior to creating the effect and these fixtures are stored in the effect it makes it a selective effect | ||
if you don't select any fixtures when you create an effect then you create a template effect and it can be applied to any fixture providing they share the same attributes | if you don't select any fixtures when you create an effect then you create a template effect and it can be applied to any fixture providing they share the same attributes | ||
'''Stomp''' | |||
stomp is a command that is used to "hide" the effects from the stage. if you run an executor with a stomp in it. the stomp hides part or all of an effect from being seen depending on how it is programmed. when you stop running the executor the effect will return and will be in exact sync with any fixtures still running the effect | |||
==executor options== | ==executor options== | ||
==Filters | '''Group Masters''' | ||
'''Creating Group Masters | |||
a group master is the master intensity control for a group of fixtures. in the same way that the grand master controls all fixtures these masters only control what's set to their group | |||
the easiest way to create such a master is to assign it to a fader by pressing the following: | |||
Assign | |||
Group x | |||
any button on an executor fader | |||
you can also do the same thing by going into the executor options press: | |||
Assign | |||
Any button on an executor fader | |||
Select the group master and the desired group | |||
'''Tip: to remember where your group masters are press and hold the group key this brings up a group master page which allows you to override your group masters''' | |||
'''Group Master Modes''' | |||
there are three different modes when it comes to group masters | |||
to change the mode go into the executor assign options for the group master and press options from this window you will see an option to change the mode | |||
the three modes are | |||
positive | |||
negative | |||
additive | |||
positive - when you have multiple group masters fixtures that occur in multiple groups will only be affected when '''all''' group masters that contain the same are pulled down | |||
Negative - all fixtures in the group are affected by the group master even if they are up in another group master | |||
additive - turns fixtures in the group on when you push the fader up | |||
'''Special Masters''' | |||
'''setting up special master''' | |||
there are a number of special masters that can be set up to control many other elements on the console | |||
to choose your special master start with a blank fader and press: | |||
assign | |||
any button on the fader executor | |||
ensure you are in function | |||
Press the special master key | |||
'''default masters''' | |||
default masters control the selected executor | |||
much like the large faders by default to your selected executor, you can assign these functions to any faders | |||
this allows the large fader to be freed up for other functions | |||
'''Grand Masters''' | |||
the grand master's section of special masters gives the programmer the ability to assign the grand master to any fader. | |||
you can also assign the program time and exec time to a real fader | |||
the sound out function controls the level of the speaker in the console | |||
'''speed masters''' | |||
the speed master is a speed control that other objects on the console can be connected to | |||
for instance, you can connect a chase to a speed master by editing the chase and pressing the speed individual button which allows you to control which of your speed master controls that chase | |||
'''Rate masters''' | |||
a rate master can be connected to an executor | |||
rate is a multiplication factor of speed e.g a rate of 2 will double the speed whilst a rate of 0.5 will half the speed | |||
when a rate is applied to an executor with a sequence on it you can use it to speed up or slow down cues live as they are running. | |||
''' connecting a sequence to a rate master:''' | |||
go into the assign options of the executor | |||
ensure you're on the options page | |||
under the speed column press rate individual | |||
''' connecting an effect to a rate master:''' | |||
look under the speed group options whilst editing an effect | |||
''' Playback masters''' | |||
a playback master is a master fader that can override any of your executors | |||
all you need to do to set one up is to go into the executor you want to use and tell it to respond to the playback master | |||
'''to connect a sequence to a playback master:''' | |||
go into the options of the executor | |||
check you are on the options page | |||
under the playback column | |||
press the now playback master button | |||
==Filters== | |||
to identify if a filter is on the at key will flash | |||
'''store filter''' | |||
this section is all about filters and what they can do | |||
a filter allows you to control your flow of data whether it is storing specific attributes into a cue controlling at functions or restricting output from an executor | |||
to open up the store key options menu simply press and hold the store key and select the top right-hand corner button marked store key | |||
to start creating a store filter simply press none to clear the filter this allows you to start selecting individual attributes or specific elements of individual attributes to store. then close that window and store it into an executor | |||
'''at filter''' | |||
the at key can be used in a number of ways: | |||
you can say: | |||
fixture 1 at 50 | |||
fixture 1 at fixture 2 | |||
fixture 1 at cue 1 | |||
and in addition to this, you can then filter the information you get when you put a fixture at something | |||
the at filter can control what attributes the fixtures will listen to this can be useful if you're trying to mirror fixtures' positions or colour | |||
'''filter pool''' | |||
the store filter and at filter can be very useful tools and as the programmer, you may wish to use them repeatedly | |||
to make this easier you can store filter settings in the filter pool | |||
the filter pool is found under the pools tab | |||
by default the filters tab has one default filter, filter 1 this is set to allow everything and a series of blank filters for you to create. | |||
to make your own filter follow these steps: | |||
open a filter pool | |||
press edit | |||
tap a blank filter tile | |||
setup your filter as required | |||
close the window to save it | |||
''' using filters''' | |||
there are several ways to use filters in the filter pool | |||
'''temporary filters''' | |||
to apply a filter temporarily tap the filter you wish to use prior to | |||
pressing store or at | |||
the filter will have a green line across it to indicate that it is in use | |||
note that because this is a one-off action you will need to tap the filter | |||
again to use it a second time | |||
'''permanent filter''' | |||
you can lock the filter on so it applies to all store and at functions | |||
press select followed by the filter you wish to lock on | |||
if successful the chosen filter will go solid green | |||
'''filter executors''' | |||
you can apply a filter to an executor. this filters the output of that executor | |||
to apply a filter to an executor: | |||
press assign | |||
tap the filter you wish to use | |||
Press any key on the executor you wish to filter | |||
when a filter is applied the executor will have an orange tab in the top left corner as shown | |||
when you apply a filter to an executor it will only output the attributes as permitted by the filter | |||
to remove a filter from the executor press assign filter 1 then the executor with the filter on | |||
==Masks== | |||
'''Creating a Mask''' | |||
A mask is sued to control what information you as the programmer can see on your sheets | |||
it can show or hide fixtures and attributes depending on the rules you create | |||
each mask can have four rules for fixtures and 4 rules for attributes | |||
you use either or both sets of rules to help you to make your mask as complex or as simple as you like | |||
==Blind== | |||
'''Blind Mode''' | |||
if you press the blind key you will enter blind mode this will disconnect the programmer from the output | |||
all playbacks executors and sequences will work normally | |||
however, any adjustments completed by the programmer will not appear on stage or in the 3d view | |||
the only way to know what is in the programmer is by looking at either the channel or fixture views | |||
'''Blind Edit''' | |||
blind edit is another type of blind mode if you briefly press the blind key you will enter the blind key as mentioned above | |||
to enter blind edit press and hold the blind key | |||
you will know you have successfully achieved this when the blind key is flashing constantly | |||
you will also get a red bar at the top of many views and in ma3d whilst in blind edit | |||
==Freeze== | |||
the freeze key will "freeze" the programmer when turned on. This gives it a higher priority than executors. | |||
any data in the programmer is a lower priority when the executor(s) are active | |||
==Preview== | |||
'''Preview mode'' | |||
Preview mode allows you to look at and edit cues in a sequence without having them appear on stage | |||
this is very similar to blind edit | |||
to enter preview you use the following syntax Preview Cue 1 | |||
it is important to note that this will access the first cue in the selected executor | |||
once in preview, red bars will appear on the views just like blind edit | |||
your ma3d window will also get a red preview bar to indicate that this also isn't live | |||
'''Preview bar''' | |||
Once in preview mode, you can do a number of things for instance at the bottom screen two you will see the preview bar. From this bar, you can move through sequences cues and parts very quickly using the encoders | |||
''' The auto-update function will automatically store the changes made as they are made. ''' | |||
this is another blind mode so you can make changes here without them appearing onstage. | |||
to exit preview mode press escape or the preview key twice | |||
to advance through your sequence with the fade times press go+ followed by preview |
Latest revision as of 13:59, 24 April 2023
Macros & Handy Syntax
key things to remember layout edition:
1. there is no label button pressing the keyboard will label cues and palettes without the need to press any buttons
2a. tools, setup and backup are three very useful buttons as they bring up some of the most essential buttons on the console tools that tell you about your current show file and the current user profile that has been installed. Back-up is how to save the show file, save the show as, loading shows, save as Grand MA 3 files etc.
2b. is all of the information about networking the user settings the console and the show file itself. this includes a network control and configuration of the grand master and misc keys and patch
3. in order to clear the programmer the clear key needs to be pressed 3 times
4. enter has been renamed to please.
5. On Grand Grand MA2 consoles you can give lighting instruments a fixture id and a channel id you can change which id you are inputting into the console by pressing the channel and fixture buttons to set either channel or fixture to default press either fixture or channel as desired and then press, please
6. oops = undo
7. there is no fixed patch button you have to go through set up and get into the patch that way
Macros
one very useful macro is one which parks on and unparks the hard power for any intelligent fixtures
for instance e.g park(pause button pressed twice) channel x at full
to unpark channels press go+ (the small one) twice and then channel x then please
another useful macro is one which stomps all of the current effects that are running onstage. this is useful if you need to temporarily stop the effects running onstage
other useful macros include things like inverting the pan and tilt
another example I saw was a macro to select lee filters
Presets
what is a preset
a preset is a space on the console to store information for instance gobos, intensity, colour and position
presets are a valuable tool for speeding up your programming
any preset that you program into cues the console will remember the preset that was used it will automatically update the cues if you change the contents of the presets
the cues reference the preset
to create a preset
1. select some fixtures 2. give them the data that you want 3. open a preset pool in a view 4. press store and press an empty preset 5. label the presets
updating a preset process
1. starting from a cleared programmer press the clear button three times 2. select your fixtures and turn them on 3. recall the preset by pressing it 4. make the desired changes 5. press the update button 6. check the correct preset has appeared on the screen 7. press the update preset button to confirm
Patching
user profile
the user profile allows the programmer to keep their settings and views that are personal to them. when you move to new consoles you can import your user profile into the console this ensures that any time the default settings are changed or you store a view it can be reused again in the future
setup menu
the setup menu is divided up into 4 headings these are: show, console, user and network
patching patching is the process of telling the console which fixtures you are going to use you can tell it the fixture type, and the DMX Address and give them identity numbers the window is broken into two halves
on one side we have layers layers are a way of organizing your patch you could use layers to separate them out by fixture type or by location based on where they are in the rig when you select a layer the right-hand side will display the contents of the layer this is the actual patch layers a vital tool for a good MA programmer as they enable them to separate out the patch into easier-to-read sections
patching a step-by-step guide
1. press setup
2. select patch & fixture schedule
3. when you have no layers and you've got an empty show file the console will prompt you to create a new layer
4. name the layer e.g generics or dimmers.
5. this will open the fixture wizard
6. specify the type of fixture that you want to patch by default it will have just two options available a generic dimmer personality a button that says from the library which will bring up the fixture library
7. once you have specified the type of fixture that you want to patch it will provide you with a green form to fill in
you can name your fixtures from this form
MA has a dual numbering system these are fixture id and channel id by default generic fixtures will be patched with channel ids not fixture ids
moving lights will have fixture ids
you can also specify either fixture id numbers and channel numbers or one or the other
the next option is patch break 1 this is the universe and address box.
once you are happy with your patching press the apply button
no changes are made until you press the close button the console will give you a pop-up to say you are leaving the patch & fixture schedule do you want to save changes if you press yes the desk will save your patch if you press cancel you will be returned to your patch and will be able to carry on working if you press no your changes will not be saved and you will lose all of the changes you have made
patch only (live)
This window is known as a safe window within MA no fixtures cannot be added or changed in such a way that would drastically alter the show. You can change the DMX address and the name of the fixtures if the patch is needed to be opened during a show then you can do it from this window. Caution is advised when opening the patch and fixture schedule during a show. you could cause some issues if you try and operate the show file with the patch and fixture schedule window open.
Stage view
The stage view is a wireframe view of the stage
It uses simple line graphics to show you stage elements, fixtures and beams of light
It can be helpful to utilize this view to preview the stage
Controlling Fixtures
One useful set of buttons on the Grand MA2 is the next set and prev buttons these are particularly useful in focus when you're working through a sequence of
the next and prev buttons are self-explanatory press them to go either one fixture or channel forwards or backwards in your given cue stack
your currently selected and active fixture will always be bright yellow your selected but inactive fixtures will be in a dimmer yellow
groups will remember the order in which they were selected
Layout view
what is a layout view
I would say that layout view is the MA equivalent of a magic sheet on ETC and in many aspects, it does a very similar job however
a layout is a 2-dimensional view within this view you can add text, fixtures and channels
you can also add any image you like from the image pool
any object can be moved and scaled to suit your needs
where are they stored
Layouts are stored within the layout pool and you can have multiple layouts stored in the pool its like having pages of them
Creating layouts
the layout view can be found under the other section when creating views
the layout pool can be found under the aptly named pools tab
Sequences
Basic Sequence Info
A cue is a single look onstage a cue can contain as much information about lights as the programmer chooses it can also contain timing and effects which are mentioned further down on the page
a sequence is a list of cues put together one after the other among other things it will contain timing and trigger information this controls how the cues run
Executors
Executors are your playbacks on the console
when you store cues on an executor the cues are attached in a sequence. you can use this executor to output the sequence from the console
storing multiple cues on the same executor
1. create your second look onstage
2. press the store button
3. press a button on the same executor that had the first cue on it
4. press create second cue
N.B pressing store and then the executor button will automatically store the next number in the sequence.
allocating a custom cue number
1. create your look onstage
2. press store cue number
3. press executor button
Managing cues
controlling which executor is currently selected
to change the currently selected executor press select and the press the executor you want to select
selected sequences
the selected sequence is connected to the master faders in the centre of the console. this means that pressing master go, go back or moving the faders will trigger the selected sequence
it is easier tow rok with a selected executor instead of choosing an executor button it speeds up your programming.
for example store cue 25 please will automatically put cue 25 onto the selected executor
deleting cues
to delete a single cue 1. press del 2. input the cue number you want to delete then depending upon wether or not you have slected the executor the cue is in you can either press please if you've got it selected or press the executor button if you haven't
you can delete multiple cues simply by inputting the following delete cue 10 thru 15 - deletes cues 10 through 15 delete cue 10 thru deletes all cues from 10 up copying cues
copying cues is very simple
for example copy cue 2 at 4 copies the contents of cue 2 and puts it at cue 4
moving cues
to move cues simply press move for example move cue 2 at 4
inserting cues
to insert cues in between existing cues you can use move store or copy a pop up will appear press ok this will be explained in the tracking section
Editing cues
Introduction to Editing Cues
there are 3 common methods for editing cues these are:
update cue is when you play back cues and make changes to it whilst it is live and then update the cue to save the changes
Edit Cue this function brings the cue back into the programmer so that it can be edited you can store it in the same location when you are finished
Store over existing cues you can make changes or create new information and then store this over the cue or cues and either overwrite merge or remove values
Update
the update function can be used when a cue is playing back
playback the cue that needs editing
make the changes in the programmer
check the correct cue is displayed
press update cue
edit cue
the edit cue function will bring cues into the programmer this allows you to make changes to your cues
once you have finished press update to store the cue in the original location
a pop will appear asking you to confirm it
Store over Cues
if you want to you can store cues over other cues make changes to your lights and then press store cue 5, please
Tracking
Introduction to tracking
What is tracking
tracking is a system that means that once a fixture is told to do something in a cue it will continue to do the same thing until told otherwise. there is a sheet within the console that allows you to see what tracking its aptly named sequence tracking
tracking at work
on Grand MA2 you can handily identify what is going to happen at the next cue by using the colour coding below: cyan is used for values going up green for values going down white for any values staying the same purple for tracked values
hard values the difference between hard values and tracked values is simple: a hard value doesn't track and the three colours cyan green and white simply tell the direction the hard value is going in
white values occur when the hard value is stored at the same value as the previous cue no tracking
you do have the option to turn tracking off however in the context of RCS it isn't necessarily done often but you can turn it off quite simply: press assign press your executor button the view opens press options in the top right corner find the tracking option and deactivate it
Tracking Options
Store Cue Only
store cue only allows for values to be adjusted but instead of allowing the values to track through the piece fully it simply stores it in that cue only
Update Options
when you press the update key there are a few different options available when your updating cues no matter where you are in the sequence it will always update back to the last hard value however this is dependent upon what is currently in the programmer if it is in original content-only mode you can also update the selected cue by changing the setting to add new content. this toggle is located in the top right corner of the update window which pops up when the update key is pressed
Delete Cue Only
when it comes to deleting cues a handy pop will appear to give you two choices for the different ways to delete the cues
the two options are normal and cue only deletes the cue without affecting other cues
normal will delete that cue and will affect other cues around it
copy cue
you get a pop-up when copying cues with a couple of options in it one of which is to copy cue only which would impact cues after the copied cue.
status option - takes the soft-tracked values and converts these to hard values. this option does remain on after copying so this is something to bear in mind.
Cue Zero
to turn on cue zero go into your executor options by pressing assign and the executor your currently using press options and under tracking press the cue zero on button
pink dots on Grand MA 2 indicate a tracked closed value
the brackets indicate that the console has chosen to use the default settings for the light
cue zero is especially useful for the creation of longer sequences which helps to reduce mistakes if you copy earlier cues where you haven't used the selected lights yet.
Tracking Sheet
interacting with the tracking sheet it is useful to make changes directly in the tracking sheet sometimes you can either tap on the value you want to change or draw a box around a group of values then you need to open the tracking options view by either click and hold, right-click the mouse or tap the screen encoder
editing values
if you press the edit key on the tracking options view you will be able to edit a value directly in the sheet you will also get any relevant preset on the right which allow replacing values with presets if desired
Blocking and unblocking
Blocking is changing a tracked value to a hard value e.g changing a magenta value to a white value
unblocking is the opposite of changing a hard value to a tracked value
only white values can be unblocked
blocking and unblocking continued
once you have chosen to unblock or block you then have to decide what values this is going to apply to in the source section
you can apply it to the following: selection - will apply only the cues you have selected select cue(s) will apply to all channels in the same cue as the value selected complete - applied to all values across the sequence selected channels for all cues will apply to the channel or attribute across all cues
Tracking Shield
tracking shield will allow tracking to go, forwards, until it finds a cue with the dimmer intensity on. this will then be converted to hard values and shielded from the prior changes
Tracking Related Options
Status Merge
a status merge is an option that comes up when you store over an existing cue you press it you will store the following values: anything in the programmer any values currently playing back from the selected executor it will ignore values playing back from unselected executors
Remove and Release when you store information over an existing object for example a cue, you will get a pop-up asking what you want to do.
remove will remove data for any active items in the programmer whilst release will store a new value called release into the object. when an objects release it will let go of those values allowing control from elsewhere
Cue Mode
Cue mode is a means of setting tracking breaks within your executor
you don't need to change the sequence to insert tracking breaks and tracking breaks won't change the sequence either
Chasers and Off
Off
the off-key can be used to turn off any running executor the syntax for this would be to press off and then an executor button
pressing the off key twice opens the off-menu from here you can turn off any running item just by tapping on it
Chasers
creating a chaser
1. ensure all of your executors are set to off by pulling all of your faders down and pressing the clear key three ties to ensure that the programmer is cleared as well
2. pick your chosen starting point, apply the desired starting look and store it onto a button executor
3. press next fub ll and store that into the same executor. when the pop-up appears to tell you what would you like to do with the information press the record second cue now you only need to press this once. please repeat this step until you have completed the chase as you would like it to be
4. playback this executor to ensure that the chaser looks as required.
converting sequences to chasers
5. press assign and then press the executor button where you stored your chaser.
6. this will load a pop-up menu. in the top right corner of this, there is a button marked chaser
if you have successfully completed these steps the executor should be cyan and not yellow
chaser settings
to edit a chaser you can make changes quite easily by pressing edit followed by the executor key where you stored your chase
once you have done that step you should see a list of cues and some options beneath these
the encoders are also linked to the chaser at this point
step fade controls how the chaser moves from cue to cue
you have also got control over which direction the controller moves in
loop control tells the chaser to run endlessly run once and turn off or run once and leave the last cue on
there is no save button for chaser settings because chaser settings auto save
MA Tricks
using MA tricks
next prev and set were mentioned in the getting started section but as it may feature again in this section here is a reminder of the functions:
select your channels or fixtures
press the next key to select on future at a time from the selection press the prev key to go backwards through your selection press the set key to reselect all your fixtures this could be very useful during focusing sessions or rig check
the selected fixture will be a bright yellow and the selection but not selected will be in a dark yellow
Highlight and Solo
highlight and solo keys can be very useful especially in the early stage of programming
Highlight will force all dimmers gobos and colours of all fixtures to open whilst the solo key will force all dimmers of fixtures not selected to closed
MA Tricks
MA Tricks is a way of filtering your selection
once you have selected your lights you can use ma tricks to pick out certain sections within your current selection
for instance every other light
Executor Functions
assign executor
you can change the behaviour of the buttons and faders in an executor using the assign executor view
to access this view you can either press the top part of the executor button or type the following: assign executor 1.1
in the command, the first number refers to the page and the second number to the executor
eg assign executor 2.3 would be executor 3 on page 2
once in the view, you can change the function of the buttons and faders by pressing the corresponding keys
fader assignment
if you press the key for fader options there are a range of functions available some of the more commonly used functions include: master, crossfade to manually transition from one cue to another with the fader, rate to speed up or slow down cues in real-time, speed to control the speed of a chase and last temp fader which attaches all functions to the fader for instance if you had a position in the cue the lights would move into position as you move the fader up
button assignment
if you press the key for button options there is an even wider range available to you as the programmer
popular keys people like to use include: flash snaps the contents of the cue to full, swop temporarily turns the executor on and the others off but reverts when released, kill like swop turns off your other executors and turns this one on but your other executors remain off when released and toggle 0 press it once to turn it on and press it again to turn off
Width
if 3 buttons and one fader aren't enough you can expand an executor using the width keys at the bottom
you can expand one single executor up to five faders wide giving a total of 15 buttons and one fader
you cannot expand an executor over another and you cannot expand across the gaps between each block of five executor faders
other executor controls
in the top left corner by the first encoder wheel, there is a bank of executor controls that can be used at any time with any executor
press the function you want followed by any executor button to apply it
fix - if you fix an executor it will be locked to that fader even when you change the page
select selects the master executor
off- turn off the executor
temp- bring in the cue temporarily with fade times
top- jumps to the first cue in the sequence
on- turn on the executor
<<< - snap back 1 cue with no timing
learn - hold down and press an executor button repeatedly to learn the speed
>>> - snap forward one cue with no timing
go- - Go Back
pause - hold the cue part way through
Go+ - Go Forward
Effects Part 1
effect parameters
Forms
every effect needs a form to function the form defines the type of movement the attribute is going to follow when you run the effect the console has a number of predefined forms that you can use to create effects by default the form for effects is the sin
Speed
speed is measured in BPM (beats per minute)
this refers to the number of cycles per minute that an attribute goes through
for example if the BPM is set to the default of 60 and you apply a bump to a dimmer channel then the light will fade on and off 60 time in one minute
note that for pan and tilt effects 60bpm is far to fast for most moving lights
Low and High
the low value is the lowest point my attribute will reach when running the effect whilst the high value is the highest point
you can independently move the high and low values to adjust where your effect goes
note that low and high values are not limited by the range of the fixture
e.g you could set up a bump on a dimmer with a high value of 200% the effect will simply just hold at 100% until the form comes back down into the range of the fixture
Phase
the phase controls how multiple fixtures are spread out across a form so they all look different on stage rather than doing the same thing together
the position along a form is broken down into 360 degrees phase is also measured in this unit
for instance, if you have two fixtures and set the first phase to 0 and the second to 180 they will both be exactly out of phase with each other
one fixture will be on whilst the other is off
to spread an effect across a number of fixtures you can spread the phase so they all do something different
for instance, if I had ten fixtures and spread them out across the phase 0-360 the fixtures will follow each other over the form however the fixtures aren't spread evenly because 0 and 360 are in the same position on the form.
when selecting the phase for your effect you can use the pop-up box as with many other attributes
if you were to press the button labelled 0..360 the console will assume you want to spread fixtures out evenly
the console will calculate the phase values so that the last fixture is at 360 whilst being a proportional amount so that all fixtures are spread out evenly
Width
width control can be used to shrink the form to speed up the time the effect takes to complete
this particular parameter is measured in percent
e.g a fixture using this effect would fade on and off following the bump in half the time and spend the rest at 0 as this is the start position of the bump
PWM
this acronym stands for pulse width modulation
it is a form that you can manipulate within the effects engine
it is a simple on off form
using width you can control the proportion of time that the form is off
Attack and Decay
if you add attack and decay to PWM form you can control the fade up and fade down parts of the form
note attack and decay can ONLY be used with the PWM form
Absolute and Relative Effects
An a in the top right of the effect in the effects pool means it is an Absolute effect an R in the top right of the effect in the effects pool means it is a Relative effect
Groups, Blocks and Wings
groups
if you scroll to the far right section of the effect editor you will find groups blocks and wings if you set groups to one all lights will be grouped together. if you set your groups to two every other light does the same thing and so on as the group number goes up.
Blocks
if you set your blocks to two every two lights does the same thing and so on.
wings
wings will put the rig into the number of wings as specified by the programmer e.g when wings are set to two one forwards one backwards
when wings are set to three one forwards one backwards one forwards
these controls can be combined
these controls allow for another dynamic to be provided for your effects Shuffle Selection order
Labelling Effects
once you start working with multiple effects it is quite important to label your effects to help distinguish between them
to label an effect
Press the label button
select the effect you wish to label
Copy an Effect
effects are copyable the same way any other object is
to copy a cue
Press the copy key
Press the effect you want to copy
Press the destination it should go in
Storing an Effect into a Cue
Effects in the effect pool work much like presets. If you select an effect from the pool and store it in a cue it will link back to the effect. Any changes made to effects in the pool will change in any cue where that effect has been used just like presets.
storing an effect into a cue
select the fixtures
turn them on
apply tilt effect
store cue as normal
the effect control bar
when you run an effect the effect control bar will appear at the bottom of the screen
the control bar can be used to modify the effect for instance speeding up or slowing down an effect
another function of the bar is to be able to easily update the effect just be using the update key
multiple effects can be modified in that cue only and thus saves the need for lots of different effects to be built
you have three options after modifying your effect from the effect control bar
1. make a new and unique cue
2. press update to modify the original effect
3. press store and make a new effect with your modified settings
creating a sequence with effects
effects will follow cue fade times and fade in and out following the times set in the sequence
to remove effects there is a release effect button on the effect control bar and you have to follow the following steps: 1. select your fixtures
2. select your effect
3. press release effect
this should then appear in the programmer as a storable object
Effects Part 2
selective and template effects
when you select fixtures prior to creating the effect and these fixtures are stored in the effect it makes it a selective effect if you don't select any fixtures when you create an effect then you create a template effect and it can be applied to any fixture providing they share the same attributes
Stomp
stomp is a command that is used to "hide" the effects from the stage. if you run an executor with a stomp in it. the stomp hides part or all of an effect from being seen depending on how it is programmed. when you stop running the executor the effect will return and will be in exact sync with any fixtures still running the effect
executor options
Group Masters
Creating Group Masters
a group master is the master intensity control for a group of fixtures. in the same way that the grand master controls all fixtures these masters only control what's set to their group
the easiest way to create such a master is to assign it to a fader by pressing the following:
Assign Group x any button on an executor fader
you can also do the same thing by going into the executor options press:
Assign Any button on an executor fader Select the group master and the desired group
Tip: to remember where your group masters are press and hold the group key this brings up a group master page which allows you to override your group masters
Group Master Modes
there are three different modes when it comes to group masters
to change the mode go into the executor assign options for the group master and press options from this window you will see an option to change the mode
the three modes are positive negative additive
positive - when you have multiple group masters fixtures that occur in multiple groups will only be affected when all group masters that contain the same are pulled down
Negative - all fixtures in the group are affected by the group master even if they are up in another group master
additive - turns fixtures in the group on when you push the fader up
Special Masters
setting up special master
there are a number of special masters that can be set up to control many other elements on the console
to choose your special master start with a blank fader and press:
assign any button on the fader executor ensure you are in function Press the special master key
default masters
default masters control the selected executor much like the large faders by default to your selected executor, you can assign these functions to any faders this allows the large fader to be freed up for other functions
Grand Masters
the grand master's section of special masters gives the programmer the ability to assign the grand master to any fader.
you can also assign the program time and exec time to a real fader
the sound out function controls the level of the speaker in the console
speed masters
the speed master is a speed control that other objects on the console can be connected to
for instance, you can connect a chase to a speed master by editing the chase and pressing the speed individual button which allows you to control which of your speed master controls that chase
Rate masters
a rate master can be connected to an executor
rate is a multiplication factor of speed e.g a rate of 2 will double the speed whilst a rate of 0.5 will half the speed
when a rate is applied to an executor with a sequence on it you can use it to speed up or slow down cues live as they are running.
connecting a sequence to a rate master: go into the assign options of the executor ensure you're on the options page under the speed column press rate individual
connecting an effect to a rate master: look under the speed group options whilst editing an effect
Playback masters
a playback master is a master fader that can override any of your executors
all you need to do to set one up is to go into the executor you want to use and tell it to respond to the playback master
to connect a sequence to a playback master:
go into the options of the executor check you are on the options page under the playback column press the now playback master button
Filters
to identify if a filter is on the at key will flash
store filter
this section is all about filters and what they can do
a filter allows you to control your flow of data whether it is storing specific attributes into a cue controlling at functions or restricting output from an executor
to open up the store key options menu simply press and hold the store key and select the top right-hand corner button marked store key
to start creating a store filter simply press none to clear the filter this allows you to start selecting individual attributes or specific elements of individual attributes to store. then close that window and store it into an executor
at filter
the at key can be used in a number of ways: you can say: fixture 1 at 50 fixture 1 at fixture 2 fixture 1 at cue 1 and in addition to this, you can then filter the information you get when you put a fixture at something
the at filter can control what attributes the fixtures will listen to this can be useful if you're trying to mirror fixtures' positions or colour
filter pool
the store filter and at filter can be very useful tools and as the programmer, you may wish to use them repeatedly
to make this easier you can store filter settings in the filter pool
the filter pool is found under the pools tab
by default the filters tab has one default filter, filter 1 this is set to allow everything and a series of blank filters for you to create.
to make your own filter follow these steps: open a filter pool press edit tap a blank filter tile setup your filter as required close the window to save it
using filters
there are several ways to use filters in the filter pool
temporary filters to apply a filter temporarily tap the filter you wish to use prior to pressing store or at
the filter will have a green line across it to indicate that it is in use
note that because this is a one-off action you will need to tap the filter again to use it a second time
permanent filter you can lock the filter on so it applies to all store and at functions
press select followed by the filter you wish to lock on
if successful the chosen filter will go solid green
filter executors
you can apply a filter to an executor. this filters the output of that executor
to apply a filter to an executor: press assign tap the filter you wish to use Press any key on the executor you wish to filter
when a filter is applied the executor will have an orange tab in the top left corner as shown
when you apply a filter to an executor it will only output the attributes as permitted by the filter
to remove a filter from the executor press assign filter 1 then the executor with the filter on
Masks
Creating a Mask
A mask is sued to control what information you as the programmer can see on your sheets
it can show or hide fixtures and attributes depending on the rules you create
each mask can have four rules for fixtures and 4 rules for attributes
you use either or both sets of rules to help you to make your mask as complex or as simple as you like
Blind
Blind Mode
if you press the blind key you will enter blind mode this will disconnect the programmer from the output
all playbacks executors and sequences will work normally
however, any adjustments completed by the programmer will not appear on stage or in the 3d view
the only way to know what is in the programmer is by looking at either the channel or fixture views
Blind Edit
blind edit is another type of blind mode if you briefly press the blind key you will enter the blind key as mentioned above
to enter blind edit press and hold the blind key
you will know you have successfully achieved this when the blind key is flashing constantly
you will also get a red bar at the top of many views and in ma3d whilst in blind edit
Freeze
the freeze key will "freeze" the programmer when turned on. This gives it a higher priority than executors.
any data in the programmer is a lower priority when the executor(s) are active
Preview
'Preview mode
Preview mode allows you to look at and edit cues in a sequence without having them appear on stage
this is very similar to blind edit
to enter preview you use the following syntax Preview Cue 1 it is important to note that this will access the first cue in the selected executor
once in preview, red bars will appear on the views just like blind edit
your ma3d window will also get a red preview bar to indicate that this also isn't live
Preview bar
Once in preview mode, you can do a number of things for instance at the bottom screen two you will see the preview bar. From this bar, you can move through sequences cues and parts very quickly using the encoders
The auto-update function will automatically store the changes made as they are made.
this is another blind mode so you can make changes here without them appearing onstage.
to exit preview mode press escape or the preview key twice
to advance through your sequence with the fade times press go+ followed by preview