Titan Tips & Tricks

Questions or discussions about the Titan and classic consoles and software.

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niclights
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Titan Tips & Tricks

Postby niclights » 03 Jun 2010, 22:37

Titan Tips & Tricks.


I thought I'd start a collection of articles on useful applications and techniques specific to Titan software.

These are relevant to the software version at the time of writing and so naturally it is possible that some may become obsolete as development progresses. I will try and keep it up-to-date in that respect.

Regarding shapefile modifications, if you are going to do it then at least make a backup of the original file first. Do it carefully. There are hidden characters and ideally it should be done in an xml editor, for example xml notepad. Alternatively, if you do use a standard text editor you could pass it through an xml editor after to make sure it's ok. At the end of the day Titan will complain if it's bad, which is where you make use of that backup. Shape ID's and names should be unique although it is not necessary to keep the ID's in numerical order.
Done correctly there should be no problems customising the file and I have extensively tested in operation with no issues whatsoever.

However, if you are at all unsure then please don't do it!


General tips.

Application of release mask for momentary shutter operations.

Exclude from swop using priorities.

Blind edits and full fixture removal using cue view.

Solutions for unlinked chases/lists and firing first cue with fader.

Synchronising RGB and CMY shapes.

Additive shapes.

Variable intensity reduction using custom shapes.

Palette fade time buttons.

Using Autoload to access mode2 in cue-lists.



Edit: changed title 'additive intensity' to 'additive' as it also involves colours
Last edited by niclights on 25 Jun 2010, 19:32, edited 8 times in total.
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General Tips

Postby niclights » 03 Jun 2010, 22:38

General tips:


- Locate is available on the red attribute bank button. So you don't have spend all that extra time pressing two keys. It surprises me how many people don't know this even though it has actually been there since 2005.

- Locate/clear mask. Holding either button allows filtering by mask.
Featured example: Locate without dimmer.
Hold red locate. Press dimmer. Release.
Fixtures locate without the audience seeing the mess, for those who care. Note that this currently only works on groups and not by individual bank, so if you need to locate shutter you will also have to locate dimmer. Masks can also be stored but be careful if you do this with clear.

- Mask shortcuts. In any set mask mode (ie. holding locate/clear, from record palette menu etc.) you can use the attribute options bank button (old shift bank button) to toggle all exclude/include. I find this invaluable.
For example hold red locate button, press button above followed by pan/tilt gives you pan/tilt locate only.

- Shape size/speed on fader and modes.
You do not (and should not) need to use mode2 any longer. This is important. Using the two together will conflict giving strange results.
This is of course an advantage since you can have LTP values within the cue that do not fade with your shape controls. In particular this is useful for setting an origin for colour mixing shapes, ie. rainbow, where you must set CMY/RGB to 50% with shape at 100% size for the full effect.

- Operation in program versus run modes. There is no longer any reason not to operate in program mode.
Key differences are preset faders enter programmer (take over) in program mode but do not in run. Run mode provides quick access to key profile toggles and a dedicated tap tempo button. Obviously program mode allows editing but we're ignoring that here.
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Release for momentary shutter

Postby niclights » 03 Jun 2010, 22:38

Application of release mask for momentary shutter operations:


It is often useful to have a temporary strobe effect on a playback, usually combined with intensity.
The traditional way to achieve this was using mode2 but this could cause problems, particularly if you fired two at once.
The solution is to use release instead.
[Playback Options]/press shutter bank to toggle intensity group into release mask.
Now when you lower the fader the shutter attribute releases either to power-on state or another playback. Obviously this does rely on the power-on state being shutter open, but generally it will be. Note that, at the time of writing, there is a hard-coded 2s fade for releasing between playbacks. So if you have one playback running with a fast strobe and another with a slow strobe, lowering one will result in a 2s fade between the two.

Similarly you can use release on shutter chases to return fixtures to an open shutter state. The only difference is that to set release mask in chases you need to enter mask menu first.
Last edited by niclights on 03 Jun 2010, 22:59, edited 1 time in total.
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Exclude from swop with priorities

Postby niclights » 03 Jun 2010, 22:39

Exclude from swop using priorities:


Priorities are very handy for swop operations.
Consider you have a positional shape running and you want to solo a strobe. When you release the swop key the movers will quickly snap back to their offset which, with moving heads, can look awful.
The trick is to set the shape to a higher priority than the solo fader. This will make it immune and it will continue running during the solo. No more mess. Marvellous.

Another application is simply to exclude an intensity cue from swop. Set the playback you want to stay on to a higher priority. Examples might be key lights or worklights.
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Editing in cue view

Postby niclights » 03 Jun 2010, 22:39

Blind edits and full fixture removal using cue view:


When you view a cue (via view playback) you can make direct edits by selecting available cells.
For example you could reduce the intensity values for a group of fixtures by viewing the cue, dragging a marquee select across all the dimmer cells and then input the new value numerically.
To actuate the change you must lower/raise fader. If the cue is in use then I would recommend making a copy and editing that. Done carefully this can be achieved seamlessly.
Obviously this kind of editing is restricted to only fixtures/attributes already existing in a cue.

You can also use this view to completely remove a fixture from a cue. This is a workaround for a problem using OFF and filtered palettes that was reported elsewhere.
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Unlinked chases and lists

Postby niclights » 03 Jun 2010, 22:40

Solutions for unlinked chases/lists and firing first cue with fader:


With unlinked chases/lists it is a typical problem that raising the fader does not immediately fire the first cue. This is because the cue is set to 'wait for go'. But linking the cue will mean it fires when the playback loops, which would normally not be wanted.

The answer is to add a 'dummy' step at the end. This step must be unlinked (wait for go), have no data and have 0sec fade, 0sec delay. The first step can then be linked to previous (now the dummy).
When you fire the playback the first step will run since it is linked, but when the list gets to the end it still has to wait for go on the empty step. Since there is no fade or delay and the first step is linked to this it will appear as if you have fired the first step when you press go.
I need to find a clearer way of explaining that.
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Synchronising colour mixing shapes

Postby niclights » 03 Jun 2010, 22:40

Synchronising RGB and CMY shapes:


Something I am repeatedly never asked but I'm still going to cover...

How to sync rainbow shapes between the two fixture types? Easy as it happens. One needs to be 180 degrees out of phase with the other.

Personally I like a combined rainbow shape that does this as default:

Code: Select all

<Shape ID="x" Name="Rainbow Combined" Group="C">
    <Function ChannelID="Cyan" PatternID="Sine" Amplitude="1000" Phase="0" Speed="29"/>
    <Function ChannelID="Magenta" PatternID="Sine" Amplitude="1000" Phase="120" Speed="29"/>
    <Function ChannelID="Yellow" PatternID="Sine" Amplitude="1000" Phase="240" Speed="29"/>
    <Function ChannelID="Red" PatternID="Sine" Amplitude="1000" Phase="180" Speed="29"/>
    <Function ChannelID="Green" PatternID="Sine" Amplitude="1000" Phase="300" Speed="29"/>
    <Function ChannelID="Blue" PatternID="Sine" Amplitude="1000" Phase="60" Speed="29"/>
    <Function ChannelID="Red1" PatternID="Sine" Amplitude="1000" Phase="180" Speed="29"/>
    <Function ChannelID="Green1" PatternID="Sine" Amplitude="1000" Phase="300" Speed="29"/>
    <Function ChannelID="Blue1" PatternID="Sine" Amplitude="1000" Phase="60" Speed="29"/>
    <Function ChannelID="Red2" PatternID="Sine" Amplitude="1000" Phase="180" Speed="29"/>
    <Function ChannelID="Green2" PatternID="Sine" Amplitude="1000" Phase="300" Speed="29"/>
    <Function ChannelID="Blue2" PatternID="Sine" Amplitude="1000" Phase="60" Speed="29"/>
....
etc.
....
</Shape>

Obviously don't copy/paste that. It's just an illustration of the way the two component types, along with the multi-cell attributes, can be combined with the relative phase offsets.
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Additive shapes

Postby niclights » 03 Jun 2010, 22:41

Additive shapes:


One of the big problems with intensity shapes is the fact they use a pattern that adjusts values equally above and below an origin.
This presents two difficulties:
Firstly, in order to achieve a full range fade you must set an origin of 50% with a size of 50%. While you can set an origin at zero or full, with 100% size, half of the shape is lost giving the appearance of delays between fades.
Secondly, it is not possible to fade in a separate intensity cue to override the shape. You will always end up with the reduction side of the pattern resulting in dimming in/out.

This can be solved by using a pattern that only works on the positive side of the 'amplitude' axis.

Here is my additive sine wave plot:

Code: Select all

<Pattern ID="Sine Positive">
      <Function ID="1" Value="500"/>
      <Function ID="2" Value="549"/>
      <Function ID="3" Value="598"/>
      <Function ID="4" Value="645"/>
      <Function ID="5" Value="691"/>
      <Function ID="6" Value="736"/>
      <Function ID="7" Value="778"/>
      <Function ID="8" Value="817"/>
      <Function ID="9" Value="854"/>
      <Function ID="10" Value="887"/>
      <Function ID="11" Value="916"/>
      <Function ID="12" Value="941"/>
      <Function ID="13" Value="962"/>
      <Function ID="14" Value="978"/>
      <Function ID="15" Value="990"/>
      <Function ID="16" Value="998"/>
      <Function ID="17" Value="1000"/>
      <Function ID="18" Value="998"/>
      <Function ID="19" Value="990"/>
      <Function ID="20" Value="978"/>
      <Function ID="21" Value="962"/>
      <Function ID="22" Value="941"/>
      <Function ID="23" Value="916"/>
      <Function ID="24" Value="887"/>
      <Function ID="25" Value="854"/>
      <Function ID="26" Value="817"/>
      <Function ID="27" Value="778"/>
      <Function ID="28" Value="736"/>
      <Function ID="29" Value="691"/>
      <Function ID="30" Value="645"/>
      <Function ID="31" Value="598"/>
      <Function ID="32" Value="549"/>
      <Function ID="33" Value="500"/>
      <Function ID="34" Value="451"/>
      <Function ID="35" Value="402"/>
      <Function ID="36" Value="355"/>
      <Function ID="37" Value="309"/>
      <Function ID="38" Value="264"/>
      <Function ID="39" Value="222"/>
      <Function ID="40" Value="183"/>
      <Function ID="41" Value="146"/>
      <Function ID="42" Value="113"/>
      <Function ID="43" Value="84"/>
      <Function ID="44" Value="59"/>
      <Function ID="45" Value="38"/>
      <Function ID="46" Value="22"/>
      <Function ID="47" Value="10"/>
      <Function ID="48" Value="2"/>
      <Function ID="49" Value="0"/>
      <Function ID="50" Value="2"/>
      <Function ID="51" Value="10"/>
      <Function ID="52" Value="22"/>
      <Function ID="53" Value="38"/>
      <Function ID="54" Value="59"/>
      <Function ID="55" Value="84"/>
      <Function ID="56" Value="113"/>
      <Function ID="57" Value="146"/>
      <Function ID="58" Value="183"/>
      <Function ID="59" Value="222"/>
      <Function ID="60" Value="264"/>
      <Function ID="61" Value="309"/>
      <Function ID="62" Value="355"/>
      <Function ID="63" Value="402"/>
      <Function ID="64" Value="451"/>
</Pattern>

and a standard dimmer shape to apply it:

Code: Select all

<Shape ID="x" Name="Dimmer Wave Add" Group="I">
      <Function ChannelID="Dimmer" PatternID="Sine Positive" Amplitude="1000" Phase="0" Speed="29"/>
</Shape>

Now, with an origin of zero and size 100% this will give you a full fade without delays. Running this with size on fader will allow fading in/out nicely. Fading in another cue with fixture intensities will just set a base that cannot be overridden. The only time this partly falls over is if the size is less than 100% with a changing origin. Here you will naturally see the 'peaks' increase or decrease with the origin until they hit their ceiling. But in the majority of scenarios I think this works well.


The same principles are also useful for colour mixing shapes. The most obvious example is to create white overlays.

For RGB fixtures this is a simple matter of applying the 'positive' pattern used above onto the RGB components:

Code: Select all

<Shape ID="x" Name="White Wave RGB" Group="C">
      <Function ChannelID="Red" PatternID="Sine Positive" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Green" PatternID="Sine Positive" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Blue" PatternID="Sine Positive" Amplitude="1000" Phase="0" Speed="29"/>
</Shape>

In order to achieve this with CMY we need a pattern that only subtracts values:

Code: Select all

<Pattern ID="Sine Negative">
      <Function ID="1" Value="-500"/>
      <Function ID="2" Value="-549"/>
      <Function ID="3" Value="-598"/>
      <Function ID="4" Value="-645"/>
      <Function ID="5" Value="-691"/>
      <Function ID="6" Value="-736"/>
      <Function ID="7" Value="-778"/>
      <Function ID="8" Value="-817"/>
      <Function ID="9" Value="-854"/>
      <Function ID="10" Value="-887"/>
      <Function ID="11" Value="-916"/>
      <Function ID="12" Value="-941"/>
      <Function ID="13" Value="-962"/>
      <Function ID="14" Value="-978"/>
      <Function ID="15" Value="-990"/>
      <Function ID="16" Value="-998"/>
      <Function ID="17" Value="-1000"/>
      <Function ID="18" Value="-998"/>
      <Function ID="19" Value="-990"/>
      <Function ID="20" Value="-978"/>
      <Function ID="21" Value="-962"/>
      <Function ID="22" Value="-941"/>
      <Function ID="23" Value="-916"/>
      <Function ID="24" Value="-887"/>
      <Function ID="25" Value="-854"/>
      <Function ID="26" Value="-817"/>
      <Function ID="27" Value="-778"/>
      <Function ID="28" Value="-736"/>
      <Function ID="29" Value="-691"/>
      <Function ID="30" Value="-645"/>
      <Function ID="31" Value="-598"/>
      <Function ID="32" Value="-549"/>
      <Function ID="33" Value="-500"/>
      <Function ID="34" Value="-451"/>
      <Function ID="35" Value="-402"/>
      <Function ID="36" Value="-355"/>
      <Function ID="37" Value="-309"/>
      <Function ID="38" Value="-264"/>
      <Function ID="39" Value="-222"/>
      <Function ID="40" Value="-183"/>
      <Function ID="41" Value="-146"/>
      <Function ID="42" Value="-113"/>
      <Function ID="43" Value="-84"/>
      <Function ID="44" Value="-59"/>
      <Function ID="45" Value="-38"/>
      <Function ID="46" Value="-22"/>
      <Function ID="47" Value="-10"/>
      <Function ID="48" Value="-2"/>
      <Function ID="49" Value="-0"/>
      <Function ID="50" Value="-2"/>
      <Function ID="51" Value="-10"/>
      <Function ID="52" Value="-22"/>
      <Function ID="53" Value="-38"/>
      <Function ID="54" Value="-59"/>
      <Function ID="55" Value="-84"/>
      <Function ID="56" Value="-113"/>
      <Function ID="57" Value="-146"/>
      <Function ID="58" Value="-183"/>
      <Function ID="59" Value="-222"/>
      <Function ID="60" Value="-264"/>
      <Function ID="61" Value="-309"/>
      <Function ID="62" Value="-355"/>
      <Function ID="63" Value="-402"/>
      <Function ID="64" Value="-451"/>
</Pattern>

Applied to CMY:

Code: Select all

<Shape ID="x" Name="White Wave" Group="C">
      <Function ChannelID="Cyan" PatternID="Sine Negative" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Magenta" PatternID="Sine Negative" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Yellow" PatternID="Sine Negative" Amplitude="1000" Phase="0" Speed="29"/>
</Shape>

These should be used at 100% size to guarantee white from any origin. Neat if your base colours are coming from palettes and you want a white overlay without losing the base colour while it runs.


Ramp patterns are equally useful:

Code: Select all

<Pattern ID="Ramp Up">
      <Function ID="1" Value="0"/>
      <Function ID="2" Value="16"/>
      <Function ID="3" Value="32"/>
      <Function ID="4" Value="48"/>
      <Function ID="5" Value="63"/>
      <Function ID="6" Value="79"/>
      <Function ID="7" Value="95"/>
      <Function ID="8" Value="111"/>
      <Function ID="9" Value="127"/>
      <Function ID="10" Value="143"/>
      <Function ID="11" Value="159"/>
      <Function ID="12" Value="175"/>
      <Function ID="13" Value="190"/>
      <Function ID="14" Value="206"/>
      <Function ID="15" Value="222"/>
      <Function ID="16" Value="238"/>
      <Function ID="17" Value="254"/>
      <Function ID="18" Value="270"/>
      <Function ID="19" Value="286"/>
      <Function ID="20" Value="302"/>
      <Function ID="21" Value="317"/>
      <Function ID="22" Value="333"/>
      <Function ID="23" Value="349"/>
      <Function ID="24" Value="365"/>
      <Function ID="25" Value="381"/>
      <Function ID="26" Value="397"/>
      <Function ID="27" Value="413"/>
      <Function ID="28" Value="429"/>
      <Function ID="29" Value="444"/>
      <Function ID="30" Value="460"/>
      <Function ID="31" Value="476"/>
      <Function ID="32" Value="492"/>
      <Function ID="33" Value="508"/>
      <Function ID="34" Value="524"/>
      <Function ID="35" Value="540"/>
      <Function ID="36" Value="556"/>
      <Function ID="37" Value="571"/>
      <Function ID="38" Value="587"/>
      <Function ID="39" Value="603"/>
      <Function ID="40" Value="619"/>
      <Function ID="41" Value="635"/>
      <Function ID="42" Value="651"/>
      <Function ID="43" Value="667"/>
      <Function ID="44" Value="683"/>
      <Function ID="45" Value="698"/>
      <Function ID="46" Value="714"/>
      <Function ID="47" Value="730"/>
      <Function ID="48" Value="746"/>
      <Function ID="49" Value="762"/>
      <Function ID="50" Value="778"/>
      <Function ID="51" Value="794"/>
      <Function ID="52" Value="810"/>
      <Function ID="53" Value="825"/>
      <Function ID="54" Value="841"/>
      <Function ID="55" Value="857"/>
      <Function ID="56" Value="873"/>
      <Function ID="57" Value="889"/>
      <Function ID="58" Value="905"/>
      <Function ID="59" Value="921"/>
      <Function ID="60" Value="937"/>
      <Function ID="61" Value="952"/>
      <Function ID="62" Value="968"/>
      <Function ID="63" Value="984"/>
      <Function ID="64" Value="1000"/>
</Pattern>

Reverse that for ramp down, add negative values for subtractive version (ie. for CMY) etc. etc.



There are plenty of other applications for these - for instance individual R/G/B/C/M/Y, along with the multi-cell attributes. You could use the 'negative' patterns on dimmers as a kill function, although I see less real-world use for this. Similarly this works on RGB to reduce to black. Sine positive can theoretically be used on CMY for the same reason but it will be less effective in reality.


I'll conclude with an example that applies the additive ramp pattern to multi-cell intensity fixtures with a spread of 10 (ie. sunstrip active). The reason there are 25 attributes in total is to account for fixtures with that many attributes (ie. Jarag's). The phase is simply repeated 2.5 times.

Code: Select all

<Shape ID="x" Name="Dimmer Ramp Up 10 Cell" Group="I">
      <Function ChannelID="Dimmer1" PatternID="Ramp Up" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Dimmer2" PatternID="Ramp Up" Amplitude="1000" Phase="36" Speed="29"/>
      <Function ChannelID="Dimmer3" PatternID="Ramp Up" Amplitude="1000" Phase="72" Speed="29"/>
      <Function ChannelID="Dimmer4" PatternID="Ramp Up" Amplitude="1000" Phase="108" Speed="29"/>
      <Function ChannelID="Dimmer5" PatternID="Ramp Up" Amplitude="1000" Phase="144" Speed="29"/>
      <Function ChannelID="Dimmer6" PatternID="Ramp Up" Amplitude="1000" Phase="180" Speed="29"/>
      <Function ChannelID="Dimmer7" PatternID="Ramp Up" Amplitude="1000" Phase="216" Speed="29"/>
      <Function ChannelID="Dimmer8" PatternID="Ramp Up" Amplitude="1000" Phase="252" Speed="29"/>
      <Function ChannelID="Dimmer9" PatternID="Ramp Up" Amplitude="1000" Phase="288" Speed="29"/>
      <Function ChannelID="Dimmer10" PatternID="Ramp Up" Amplitude="1000" Phase="324" Speed="29"/>
      <Function ChannelID="Dimmer11" PatternID="Ramp Up" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Dimmer12" PatternID="Ramp Up" Amplitude="1000" Phase="36" Speed="29"/>
      <Function ChannelID="Dimmer13" PatternID="Ramp Up" Amplitude="1000" Phase="72" Speed="29"/>
      <Function ChannelID="Dimmer14" PatternID="Ramp Up" Amplitude="1000" Phase="108" Speed="29"/>
      <Function ChannelID="Dimmer15" PatternID="Ramp Up" Amplitude="1000" Phase="144" Speed="29"/>
      <Function ChannelID="Dimmer16" PatternID="Ramp Up" Amplitude="1000" Phase="180" Speed="29"/>
      <Function ChannelID="Dimmer17" PatternID="Ramp Up" Amplitude="1000" Phase="216" Speed="29"/>
      <Function ChannelID="Dimmer18" PatternID="Ramp Up" Amplitude="1000" Phase="252" Speed="29"/>
      <Function ChannelID="Dimmer19" PatternID="Ramp Up" Amplitude="1000" Phase="288" Speed="29"/>
      <Function ChannelID="Dimmer20" PatternID="Ramp Up" Amplitude="1000" Phase="324" Speed="29"/>
      <Function ChannelID="Dimmer21" PatternID="Ramp Up" Amplitude="1000" Phase="0" Speed="29"/>
      <Function ChannelID="Dimmer22" PatternID="Ramp Up" Amplitude="1000" Phase="36" Speed="29"/>
      <Function ChannelID="Dimmer23" PatternID="Ramp Up" Amplitude="1000" Phase="72" Speed="29"/>
      <Function ChannelID="Dimmer24" PatternID="Ramp Up" Amplitude="1000" Phase="108" Speed="29"/>
      <Function ChannelID="Dimmer25" PatternID="Ramp Up" Amplitude="1000" Phase="144" Speed="29"/>
</Shape>

The reason for these shapes is a solution for the multi-cell problem where you cannot adjust the spread between each attribute of a single fixture. There's lots of fun to be had writing one for each possible spread. Oh yes.

For maximum flexibility though you can also create single shapes for each attribute.

For example:

Code: Select all

<Shape ID="x" Name="Dimmer1 Wave Add" Group="I">
      <Function ChannelID="Dimmer1" PatternID="Sine Positive" Amplitude="1000" Phase="0" Speed="29"/>
</Shape>
<Shape ID="x" Name="Dimmer2 Wave Add" Group="I">
      <Function ChannelID="Dimmer2" PatternID="Sine Positive" Amplitude="1000" Phase="0" Speed="29"/>
</Shape>

etc.

Enjoy!
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niclights
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Location: UK

Intensity reduction shapes

Postby niclights » 03 Jun 2010, 22:41

Variable intensity reduction using custom shapes:


This is my favourite.

By utilising a pattern that only subtracts maximum value it is possible to create playbacks that globally reduce the intensity of applied fixtures proportionally.

Pattern:

Code: Select all

<Pattern ID="Reduce">
    <Function ID="1" Value="-1000"/>
    <Function ID="2" Value="-1000"/>
    <Function ID="3" Value="-1000"/>
    <Function ID="4" Value="-1000"/>
.....
    <Function ID="61" Value="-1000"/>
    <Function ID="62" Value="-1000"/>
    <Function ID="63" Value="-1000"/>
    <Function ID="64" Value="-1000"/>
</Pattern>

Applied to dimmer:

Code: Select all

<Shape ID="x" Name="Reduce Intensity" Group="I">
    <Function ChannelID="Dimmer" PatternID="Reduce" Amplitude="1000" Phase="0" Speed="0"/>
</Shape>

Record a cue with this at 100% and size on fader. Raising this fader will proportionally reduce any values of the associated fixtures.
Possible uses include on-the-fly adjustment of intensities by fixture group/type, killing fixtures or groups of fixtures temporarily or even variable playback swop masters.

There are other applications for this type of pattern (for example colour mixing) and they may in some cases present better solutions to 'momentary' effects where mode2 or release are not perfect.
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Olie
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Postby Olie » 18 Jun 2010, 17:14

Palette Fade Time Buttons

This tip is to create buttons on the Expert and Tiger Touch which change the speed at which palettes fade at. It allows you to have buttons for snap, 2s fade, 3s fade etc

I will give instructions for a 3s fade and you can adapt the instructions for other times.

- Press Macro
- Press Record
- Select a Handle to Record you palette time button on
- Press Palette
- Select Options
- Change the master palette time to 3s
- Press Exit
- Press Macro

If you repeat these steps for other times you will find you get buttons to set your palette fade times.
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niclights
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Postby niclights » 25 Jun 2010, 19:26

Using Autoload to access mode2 in cue-lists.

This tip was prompted by the question 'how can I have a 2-step cuelist to bump odd/even fixtures to white from any originating colour?'

So with the miracle of copy/paste that will be our example:


This requires two playbacks set in mode2 and a two step cue-list that auto-loads those playbacks.

Record two cues representing the odd/even lamps in white.
[Edit times] and toggle fade mode until it reads Fade Mode 2 on both playbacks.
Clear the programmer and record a two step cue-list.
[Playback Options]/select this cue-list.
[Autoload] (press [next]/[previous] if not available)
Use the wheels to make sure just cue 1 is selected and press the swop of the first playback.
Now move to the second cue and choose the other playback.
Exit.

Now the cue-list fader will (by default) master the amount of white for the fixtures in the running cue.
You can hide the originating playbacks somewhere out of the way if you want, for example on one of the 'virtual' fixture pages.

You can take this further by setting up the cue-list to automatically run the first cue on raising the fader by following an earlier tip. Similarly you can set it to kill on lowering the fader in the playback options. Finally you could setup a key profile to enable the bump on the grey or blue key so you don't need to worry about having it connected to the wheels.

It should be possible to achieve bumps to any colour using this method. Doubtless there are plenty of other applications.


Note that in this particular example when you choose a new palette it will initially override this and set all fixtures to that colour. You will have to bump it again to get the cue colour.

To avoid this there is an alternative solution using shapes. The principle is the same as in 'variable intensity reduction using shapes' except applied to colour mixing attributes. For CMY the reduce pattern works and for RGB you simply need one that increases instead. The advantage of this solution is a permanent override while running and no need for mode2 (and therefore the autoload). The disadvantage is it is only really appropriate for holding attributes at the maximum or minimum values.
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Re: Unlinked chases and lists

Postby nyholm88 » 24 Feb 2011, 10:45

niclights wrote:Solutions for unlinked chases/lists and firing first cue with fader:


With unlinked chases/lists it is a typical problem that raising the fader does not immediately fire the first cue. This is because the cue is set to 'wait for go'. But linking the cue will mean it fires when the playback loops, which would normally not be wanted.

The answer is to add a 'dummy' step at the end. This step must be unlinked (wait for go), have no data and have 0sec fade, 0sec delay. The first step can then be linked to previous (now the dummy).
When you fire the playback the first step will run since it is linked, but when the list gets to the end it still has to wait for go on the empty step. Since there is no fade or delay and the first step is linked to this it will appear as if you have fired the first step when you press go.
I need to find a clearer way of explaining that.





Or simply activate the "stop on last step" feature


moderation note: fixed bbcode
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niclights
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Re: Unlinked chases and lists

Postby niclights » 24 Feb 2011, 12:45

nyholm88 wrote:Or simply activate the "stop on last step" feature


Cue lists don't have this option although that would work for unlinked chases that you don't want to loop.
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Re: Titan Tips & Tricks

Postby oliverst14 » 15 Oct 2018, 22:40

Hi guys

Iv been reading through this post and it’s been incredibly helpful. Iv read it a few times over the past couple of years whilst learning avolites and it made absolutely no sense originally but now it all makes perfect sense.

I’m wondering considering this post was last added too in 2011 what additional tricks and tips could be added to this? It’s an incredible post so far and all the additional features of Titan could really add to this post massively.

Thanks in advance

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