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==Lecture 8: Scenes (cues) and scene lists == | ==Lecture 8: Scenes (cues) and scene lists == | ||
Now the real work begins - we will create our first cue in DMXControl 3! We will make all RGB lights shine green. | Now the real work begins - we will create our first cue in DMXControl 3! We will make all RGB lights shine green. | ||
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* We go to the '''Stage View''' | * We go to the '''Stage View''' | ||
* We select the "Generic RGB PAR Group" (or choose all RGB light with one of the other methods) | * We select the "Generic RGB PAR Group" (or choose all RGB light with one of the other methods) | ||
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The life-cycle of a cue is as follows: | The life-cycle of a cue is as follows: | ||
{{Picture_with_subtitle |DMXC3L08 SlideDMXC3cue.jpg|3|Life-cycle of cues in DMXControl 3|center|700px}} | {{Picture_with_subtitle |DMXC3L08 SlideDMXC3cue.jpg|3|Life-cycle of cues in DMXControl 3|center|700px}} | ||
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A cue waits at first for its trigger point, see [[Lesson_11_Tut3|Lesson 11]]. Then the delay-time becomes relevant if it is defined. Finally a fade-in time can be specified where the cue is faded in (increasing particular the dimmer channel). | A cue waits at first for its trigger point, see [[Lesson_11_Tut3|Lesson 11]]. Then the delay-time becomes relevant if it is defined. Finally a fade-in time can be specified where the cue is faded in (increasing particular the dimmer channel). | ||
Alternatively to ''delay / fade-in'' you may define ''delay down / fade down''. This is common in the theater control when the value should be reduced compared to the previous cue. | Alternatively to ''delay / fade-in'' you may define ''delay down / fade down''. This is common in the theater control when the value should be reduced compared to the previous cue. | ||
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Please note that a cue by itself never "completes" but is always "overwritten" with a different cue. | Please note that a cue by itself never "completes" but is always "overwritten" with a different cue. | ||
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{{Bild_mit_Unterschrift |Clear_programmer.jpg|4|Clearing the programmer|center}} | {{Bild_mit_Unterschrift |Clear_programmer.jpg|4|Clearing the programmer|center}} | ||
In following table we explain the meaning of cue attributes (which you can see in the scene list header): | In following table we explain the meaning of cue attributes (which you can see in the scene list header): | ||
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[[File:Dmxc3 advanced timing value.jpg]] | [[File:Dmxc3 advanced timing value.jpg]] | ||
[[File:Dmxc3 advanced timing fade.jpg]] | [[File:Dmxc3 advanced timing fade.jpg]] | ||
[[File:Dmxc3 advanced timing delay.jpg]] | [[File:Dmxc3 advanced timing delay.jpg]] | ||
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===Editing Property Based Timing=== | ===Editing Property Based Timing=== | ||
Once you saved a cue with property based timing you can edit the values. | Once you saved a cue with property based timing you can edit the values. | ||
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==Exercises== | ==Exercises== | ||
1) Generate your own cues | 1) Generate your own cues | ||
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2) Try the buttons "STOP", "GO" and "Mode" in the cue list | 2) Try the buttons "STOP", "GO" and "Mode" in the cue list | ||
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3) Work with different fade times | 3) Work with different fade times | ||
Revision as of 14:34, 14 May 2013
[[File:{{{Logo}}}|48px|link=]] | {{{Pagetitle}}} |
Overview
Scenes (cues) are the most important elements of your show. Here we will explain the powerful scene concept of DMXControl 3. The terms "cue" and "scene" are used as synonym words.
The button for the "Full On" function is labeled "Lumos". This is a Latin word meaning light. It was used in the Harry Potter series as a spell to make the magic wand light up. |
Lecture 8: Scenes (cues) and scene lists
Now the real work begins - we will create our first cue in DMXControl 3! We will make all RGB lights shine green.
- We go to the Stage View
- We select the "Generic RGB PAR Group" (or choose all RGB light with one of the other methods)
- You can control the intensity of the light by dragging the slider or by pressing the "Lumos" button to bring the light to full brightness.
- In the color panel select "green". The 8 headlights in the Stage View should now respond accordingly (see figure)
Picture 1: Setting the floodlights on the desired settings |
- On the left click on "Add new cue"
- It opens a new window called "Programmer filter", which we will explain in Chapter 10. For now press OK.
- Because we do not have any cue list yet, a new one will be created now automatically. This is displayed in a new panel.
- Here we rename the cue in the Name field to "My First Cue".
Picture 2: View of the programmer window |
Each scene (cue) needs a "host container" - that's a scenelist (cuelist). New cuelists can be created clicking the small triangle besides the "Add new cue" button and there follow the drop. Then again press "Add new cue!".
You can open this new cue list with a double click on the object in the project explorer, or using the context menu item "open" (or double click). In the tabular list you can adjust the individual parameters of the cue.
The name of the cue should always be changed so that you can remember later quickly what the cue includes, what the reason is, and which target this cue has (e.g., "First scene", "Start cue", "ML red", etc.). There is even a comment box at the far right side in the scene list. |
The life-cycle of a cue is as follows:
Picture 3: Life-cycle of cues in DMXControl 3 |
A cue waits at first for its trigger point, see Lesson 11. Then the delay-time becomes relevant if it is defined. Finally a fade-in time can be specified where the cue is faded in (increasing particular the dimmer channel).
Alternatively to delay / fade-in you may define delay down / fade down. This is common in the theater control when the value should be reduced compared to the previous cue.
Please note that a cue by itself never "completes" but is always "overwritten" with a different cue.
You have to clean the programmer! Otherwise nothing will happen, when you press the play button. More details will follow in the next chapter. |
Template:Bild mit Unterschrift
In following table we explain the meaning of cue attributes (which you can see in the scene list header):
Attribute | Description | Example |
---|---|---|
Progress | shows the status of the scene during execution of scene list (wait time and progress) | in percent |
Trigger | relation to predecessor cue, use "follow" as default | see Lesson 11 |
Trigger Value | see Lesson 11 | |
Name | free name of scene | should explain the content of cue |
Fade | fade-in value | in milli seconds [ms] |
Delay | fanning for fades | see Lesson 9 |
Ac (active) | is this cue active or should it be ignored? | default: active |
Ap (autoprepare) | Autoprepare - prepares certain channels for next cue (e.g. prepare correct position of color wheel for next cue) | default: active |
Re (ReExecute) | If ReExecute is active on a cue this cue takes all probably running fades and then it fades all of them with the selected fadetime from the actual value to the destination value. | Example: Cue 39 Fade 0s: 1 + 2 at full |
Comment | for free use, insert explaining words |
In the same way you can create some more cues and store it in the scene list. Template:Bild mit Unterschrift
Playing back cues
Go, Back, etc.
However you can also play a cue that is not in sequence by holding down CTRL and double clicking the cue you want to play.
Using advanced timing (=> Property Based Timing)
It is possible to set delay and fade times for each property individually. You can use this feature to build a cue that moves your moving lights to a different position, then change the color, and after that change the gobo.
In the property grid, change "Values" to "Fade" or "Delay". You can now set fade or delay for each property. DMXControl expects time in milliseconds. Also you can use fanned values here. See Lesson 9.
The following example will immediately open the shutter and fade the intensity from 0 to 100% within 1 second (dimmer fade) after this 1 second (color delay) the color will be faded within 5 seconds (color fade). The total duration of this cue will be 6 seconds, because the longest action is the color fade: delay 1s + fade 5s.
Editing Property Based Timing
Once you saved a cue with property based timing you can edit the values.
Exercises
1) Generate your own cues
2) Try the buttons "STOP", "GO" and "Mode" in the cue list
3) Work with different fade times
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