Grand MA2 Help Page: Difference between revisions
Line 348: | Line 348: | ||
you will also get a red bar at the top of many views and in ma3d whilst in blind edit | you will also get a red bar at the top of many views and in ma3d whilst in blind edit | ||
== | ==Preview== |
Revision as of 10:43, 28 March 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 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
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
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
executor options
Filters & Masks
Blind Freeze
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