Maybe some way to do it through the parameter list?
Posts by jabadger
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So didn't quite work yet. I played with it and it still gets confused. Firstly, if you try to invoke "attribute gobo1posrotate at + 10" it usually produces a non desireable outcome. I figured out that if I did "attribute gobo1pos" twice to get the value into the programmer and then did "attribute gobo1posrotate at +10", it would work. In fact with a fixture that had a g1 and g2, if I brought the value into the programmer first doing "attribute gobo1pos" x2 "attribute gobo1posrotate at + 10" and "attribute gobo1pos" x2 "attribute gobo2posrotate at -10". It would work. But if a fixture had only g2 rotate-able and I tried to run the same commands, it wouldn't work. in fact when I tried only using g2 commands, it still didn't work. So things are still not quite there.
The ultimate goal here is to have a macro(s) that increase/decrease the speed of the g1/g2/e/e2 rotation wheels.
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What is your 'Data Source' set to in store settings?
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Tested in 1.8.8.2
Mods, can this thread be moved into Lua Plugins forum, please?
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Been trying to figure this out as well. Not apparent how to access the sub attribute from the commandline. Just wants to only affect the Index and not rotation.
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Beams pass right through the floor. Rendering bug?
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Also, shouldn’t the sequence ignore the grand rate since it’s rate assignment is none?
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Ok. I’ll try that.
Something odd too, is when I clicked on the grand rate title bar and set it to empty, it dropped the rate of all my cues to zero.
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The only time a relative value could be created by me is when I create a relative phaser. Some fixtures are sitting in a cue in a preset, I then grab the fixtures, open the phaser window, click relative add point buttton, click a point in the window, then click another point, then select all steps, move handle button and make a circle. Sometimes I may click the move button and move the circle to a different point in the grid. I store that as a preset. Then double hit the preset to reactive it and then update the cue. In a subsequent cue I stomp it. Relative pan tilt values remain.
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In MA2 I stomped a relative pan tilt effect and it went back to the underlying pan tilt values. I’m MA3 I do that and it stomps the move but the relative pan tilt values are still in there and I have to make them zero to get the actual underlying pan tilt preset to come through. Then in the next cue I have to release the relative pan tilt values to get it “clean” for tracking again.
How can I do this more efficiently so that when I stop a relative pan tilt effect, it goes back to the correct values?
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I just loaded 1.8.8.2 and I see there is a permanent Rate wheel that seems to always be engaged. When I accidentally knocked it, all of the fade times in my main sequence that is selected all changed. I had to roll it back to 100% to get things back and even then all my fade times have an asterisk next to them. My sequence has None set for Rate control but the wheel still affects it.
What am I missing here?
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Ah, the universal fixture - that's where I was stuck. I would have thought it would do it automatically when you stored the Preset as Universal.
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In MA2, I had a handful of effects that referenced color palettes that I traveled with. Then in any show I could select some fixtures and touch the effect and they would then start chasing (with the speed master in control of rate). Are recipes how I am going to achieve this now? It seems like I wouldn't be able to quickly grab some fixtures and then have them instantly start the effect what with I'm seeing that you need to reference a group and then put them into a cue and then cook the cue or whatever.
Ideally I would create a universal phaser - but it seems when I do this I can't apply it to other fixtures that weren't originally in the original phaser record.
Anyway, how might I recreate my MA2 setup?
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Sorry yes did that too
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Hmm. I error out with a point cue with this
SetUserVar markDestCue ( Mark Into Cue Number )
Store Cue $markDestCue /merge Selection If EncoderPage 2 thru 9 EndIf
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I have a macro which calls for a numerical value (cue number). If the cue number is a point cue, the macro fails because it's trying to store to a cue like 5.70000 and likely is listing it as a floating point number (?). How can I truncate the number so that the console variable can interpret it correctly?
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Ah. So the dot is kind of like a THEN statement in fixture selection, 1 thru 7 then the subfixtures that are available. That makes my brain hurt less. Thanks.
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Workaround is to leave fixtures parked, save the show, and restart the console. They don't appear in programmer anymore when I enter a world that doesn't have them.
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I see. Not very intuitive. I would have expected 1.1 thru 7.1 thru, but 1 thru 7. thru is a curveball for sure.
1 thru 7 selects parent of fixtures 1 thru 7 but doesn't make sub fixtures available
1. thru selects only sub fixtures of 1
But why wouldn't the console select the parent fixtures when you say 1 thru 7. thru - can't follow the logic there.
Anyway. Thanks for the tip.
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Yes did that. But then when I set to 2 wings, it wings in each individual fixture and not all the cells together.