Posts by hoss


    I had the same issue this morning, it looked like it was running through a phase but in shuffled order. My issue in understanding ended up being:

    • Set the phase to anything
    • Set the Phase Variance to 100%
    • Disable Phase Once.

    Looks random now either with a selection or a single Attribute!

    I haven't gotten through all the patch notes yet but here's hoping you can drive the phase of a phaser with a generator 🤞

    Grouping fixtures are kind of different. they don't actually have any attributes, when you modify an attribute on the grouping fixture, like dimmer, what is actually happening is the children fixtures are receiving the data. my guess is that is why it's not showing up in the Phaser Editor.

    So you have a few options.

    1, Use the Down Keyward to select the children fixtures and then you can edit all the attributes as you normally would including on the Phaser Editor.

    b) On the Encoder Bar Choose Either Phaser Overall or Phaser Steps and edit the values from there. on the encoder bar

    III) In the Fixture window you can long press, double-finger tap or right-click the phaser attribute you want to edit provided you are on the correct Layer. I think the Layer Toolbar is off by default, but it's in Auto so whatever Encoder page you are on should show you the values for that layer that you can edit there.

    Keep in mind that the phaser will be based on the items on the selection grid, so in the case, you select 1 grouping fixture with 20 sub fixtures the phase will only think there is 1 fixture, not 20, but pressing the Down key will put the 20 textures on the grid so you can do things like Setting the phase to 0 thru 360 for example.

    What you might want to use is a group instead, you can place all the fixtures in the same cell on the selection grid (grid 0/0/0 thru 0/0/0) then select the fixtures you want to group and store that in an actual group, I think that might give you the same result as using a grouping fixture (except next and previous will go through the fixtures and not the group.

    Grouping fixtures while useful have some odd interactions like that.

    FaderSpeed seq x at bpm y fade z

    Is the way provided you don't use a specific speed master handle (e.g. SPEED1) since it seems speed masters don't listen to the Fade part of the command.

    In this way, you can add the command FaderSpeed Sequence 1 at bpm 120 Fade 10 the command of cue 2 for example and the speed master for that sequence would change from whatever it was to 120 in 10 seconds avoiding the phaser starting over, hopefully, this is re worked in future versions.

    The other way I have done this is by using a Timecode Slot with a manual fade recorded into the slot and running the command Go Timecode 1; TimecodeSlot 1 off; Go+ TimecodeSlot 1 on the cue, That started the Timecode listening to its slot clear the previous slot position back to default and telling it to go. It's definitely not as easy to set up but if you need some complicated move it works a charm. You can skip the first Go Timecode 1 if you enable AutoStart in the Timecode Pool.

    Kind of a pain workaround but it did work.

    Hey all, long time no see!

    Quite some time ago I wrote a plugin to build color appearances Called Appearance Builder, it was the first plugin I built in MA3 and I used it as a way of learning how Lua scripting works in MA3.

    Recently I wanted to make colors for system-type things like Fade, Delay Absolute and more so today I decided to update the plugin to add these as an option.

    It has been for more than three years since I have looked at the code for this plugin, so I decided to do a light touch and just add what was needed and fix any obvious issues. This could definitely do with a rewrite but for now, it's fine.

    If you are looking at the code you can edit the 'builtInColors' dictionary at the bottom of the file to add any common colours you would like, you can enter them as hex (0x00 - 0xFF) decimal (0 - 255) and as long as you select system it will tag them on the end of your build. I've hard-coded them for the moment, I'm sure I could dig in and try to find them in the template at runtime but these more time than I have.

    Some notes:

    • The Overwrite option isn't great, if it's off it basically skips over the occupied space and skips what would have been written there, I could hack fix it but it just makes my brain hurt.
    • The Commandline invocation won't currently build the system colors

    Anyway, the code is either on GitHub or attached here.

    So, I've got a question about Timecode Ranges.

    In the example below I have one track with 3 ranges (Intro=red, Verse=green, Chorus=blue) and each range has 3 Go+s.

    Since Events are applied to a range and the time shown in the text view is relative to the range start the first cue in each range starts at 1 second then 20 seconds and so on.

    Sorting by Time arranges all the events based on their relative time from the start of their applied range, so all of the first events in each range are lumped together. Sorting by any other header seems to maybe sort by when the event was stored so not necessarily in any usable order.

    Since you can't see what range an event is applied to there is no option of sorting by range then perhaps time.

    Might it be possible to either show the range that an event is part of in the text mode and if you sort by this field it sorts by range then time or, (and this is probably hard) show the absolute time of the event in the text view (maybe disabling editing of that field to avoid issues when you move the range) so you can sort by time and have the events show up in the correct order. Even allowing to filter the text view by Track or Track Group would help.

    Originally I thought this could be fixed using Tracks or Track Groups but these run into the same sorting issue.

    I still see Ranges as very helpful if you want to copy/paste a range to multiple parts of your timecode, as long as you only refer to the start of the range it's kind of like a black box, but then you later go and try to edit the event timing from the Text list it's not very intuitive, it's easy enough from the Timeline View using the Encoders but it seems like The Text view is a missed opportunity for flexibility.

    Not sure when this issue was introduced but it seems that some windows don't allow you to save more than one window preference.

    In the fixture window, you can make some window adjustments then go to the MA>Save>Save to add a new entry if one does not exist. The UX is a bit inconsistent (sometimes you can just save others you need to insert and then save) but it works.

    However on some other windows (only tested System Info, DMX, and Color Picker, Preset/Pool Items) the Insert button causes an error meaning you are only able to save a single entry.

    For example from the DMX window I go to MA>Save>Insert it enters this into the command line Insert Type DmxSheetSettings UIGridSelection that causes an Illegal object error.

    This is further complicated in pool items it seems since if the list is empty and you insert you get an error so you must save first to add and save in one go; then the next config you would like to save the Insert button works, but that same process does not work on the DMX Sheet.

    Nothing big just odd and inconsistent.

    Hey all, it's been a while 🙋🏾‍♂️

    So I haven't dropped maintaining the wiki over on Git Hub, but I've been busy with other projects in lots of languages other than lua, and haven't had much time to research/update any pages recently.

    I have however noticed there is still a fair number of consistent views on the pages and was wondering:

    If I had some time what would we like to see updated? and Has anyone found any glaring issues that need to be fixed?

    I know the official pages have been updated and added to over time, so I'm been reluctant to add without adding a little value. Ideally, I'd like to add topics with concrete examples of how to use them, but this takes time and testing (and fixing my spelling and typos).

    Just wondering if anyone finds the info on the wiki there useful, or should I leave it to the professionals over at MA?

    I'm like 60 posts behind here on the forums, so hopefully, I haven't missed something.

    Works for me, However a few things.

    You should check the actual name of the Attribute In some cases the Displayed name is different from the actual Attribute name..

    For example, Focus might be "Focus1"

    So in that case the Command would be:

    Attribute "Focus1" at + 1 or Attribute "Focus1" at - 1

    None of that should cause the console to freeze though.

    I've been up to my eyeballs in other projects so I haven't had any time to update my wiki for a very long time, but everything that's on there is stuff I have just played with to figure out.

    Though I look forward to when the docs are fully up to date there are some core features of the console that need work before we can hope to get any finalized APIs and documentation.

    My guess is they are holding off on documenting everything since lots might change in the future, but who knows?

    I just went back a read that part of the manual and it seems very clear to me.

    The paragraph right before the one you quoted laid out the rules:

    While it's almost impossible for manuals to be perfect, I honestly think the documentation team has done a great job, and for the most part, it's very clear.

    If you have done the training then the best thing you can do is practice in small chunks until you get a handle on each concept one at a time. While it's always good to work towards a project when you are starting out repetition is king.

    The little chips (I don't remember what they are called) at the top of Encoders, Fixture sheet values and Presets and Groups represent the layer that the object that holds values.

    The actual colours form from the lines above the encoder layers:

    However, Some Caveats:

    • If only Absolute (Red) value is stored it does not show a chip in pool items, but it does in the fixture sheet.
    • Phase (Purple) does not show up in pool items but it does in the fixture sheet (I honestly hadn't noticed this until now)

    Now on the fixture sheet, there are a number of additions

    • The Chips above denote what values are in the programmer ( with the addition of Cyan and Dark Cyan at the end, not sure what they are but I'm sure it's in the manual if I were to look)
    • The background denotes if that value is active or not, its colour depends on what layer you are looking at. If you are in Auto this shows what layer you have selected on the encoder bar.

    Here I'm on the Absolute Layer

    Now the Delay Layer:

    Now the same after pressing clear twice (removing it from being active) the value is still red since it's still in the programmer:

    If I store some cues the colour of the text denotes what layer that data is coming from, with the exception of Dimmer which adds two more colours,

    • Green if the dimmer value went down from the previous cue
    • Cyan if it went up

    In the above image, we are looking at Cue 2. In Cue 1 Fixture 1 @ 100, Fixture 2 @ 0

    I'm sure there is a ton I'm missing but that is the gist of it.

    So Not sure if this is your exact issue since you did not explain how it was not working but here is my best guess, as it seems to work as it should.

    Here I have three Groups:

    1. 1 thru 10
    2. 10 thru 1
    3. 1 thru 10 wings 2

    If you look at these groups on the Selection Grid they display as follows:

    1. This is a graphical z-fighting bug, 1, and 10 occupy the same space, 2 and 9, 3 and 8, and so on.

    Now when you apply a range on the current selection it always goes from left to right on the selection grid (at least on the x-axis)

    Using Dimmer as an example typing at 0 thru 100 on each group would look like this:

    The exact same principle works with other layers such as Phase. they apply to the selection order (or selection grid) from left to right.

    And you can see this on the phase layer of the Fixture Sheet, This is Group 3 then Phase 0 through 360:

    The thing that sometimes throws people off is that the selection order is ONLY the order the fixtures are selected not how the values are interpreted. If I applied 0 thru 360 to Group 3 then I select Group 1, nothing will happen on stage, but the selection order will change leaving the values as they were.

    Again for illustration using the Dimmer, this is the selection grid after Group 3, then At 0 thru 100 then Group 1

    Notice the selection order changed but the values in the programmer did not. In order to have the values change you would need to call the range values onto the new selection.

    I hope this makes sense, and is actually your issue, again more information would be required to say Why it isn't working the way you expect.

    The issue is probably that the selection order is changing but your phase isn't.

    You can confirm this by looking at the Selection Grid and the Phase layer in the fixture sheet. Changing the Shuffle changes the selection grid but the phase values are still saved to the same fixtures (thus nothing changes) you can probably fix this using recipes.

    I'm sure there is a better way but as a workaround, you could get a random number from LUA.

    This one-liner will get a random number from 0 to 100 and store it in the RND UserVariable.

    lua"SetVar(UserVars(),'RND', tostring(math.floor(math.random()*100)))"

    The Lua expanded out it looks like this:

    local uv = UserVars()
    local name = "RND"
    local scale = 100
    math.randomseed(os.time()) -- you *might* need this at least once to avoid getting the same "random" pattern
    SetVar(uv,name, tostring(math.floor(math.random()*scale)))

    You can then use the variable in your macro

    I think the current workaround is to use a DMX remote listening for a trigger of 0

    of is you are onPC you can also do it from commandline

    March 22, 2022 at 4:20 PM

    One of the many ways to fix this is to hit Assign then hit the master or hit its label from the Custom Masters window or on the letterbox screen if you have one.

    From the Assign Special Exec window change to the Object Tab on the left and select what you want that master to be from the top tabs.

    Assign Object to an Executor - grandMA3 User Manual - Help pages of MA Lighting International GmbH

    or more specifically:

    SpecialExecutor Keyword - grandMA3 User Manual - Help pages of MA Lighting International GmbH