Grand MA2 Help Page: Difference between revisions
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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 | 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 | 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 | 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 |
Revision as of 13:50, 11 February 2023
Macros
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 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 this ensures that the desk saves your patch
Stage view
controlling fixtures
Layout view
Sequences
Editing cues
Tracking
Chasers and Off
MA Tricks
Executor Functions
Effects Part 1
list the effect attributes and what they do
Forms
Speed
Low and High
Phase
Width
PWM
Attack and Decay
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
Shuffle Selection order
Labelling Effects
Copy an Effect
Storing an Effect into a Cue
the effect control bar
creating a sequence with effects
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