is there a way after deleteing a fixture to make sure the data is also removed from the playbacks ?
On tour with a 2000 with 2004 v1.2 software
programmed some movers in one house.
deleted them.. moved to a new house and added thier movers.
now stuff on the play backs is carrying over from the old house.. ( random attributes since the fixtures were different and at different starting addresses )
can I clear this out some how ??
old data on playbacks
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Well, I have to say this is a mess.
I was not aware it did this. In fact I was under the impression deleting a patch would remove any info associated (with the exception of shared palettes if at least one instance remained).
However, having tried numerous fiddly experiments on the simulator I can find no way to remove this data. I tried delete by dmx address, repatch/delete, park/delete. But no matter what, as soon as something new gets patched across these addresses, the cue data applies, even if they are on different handles.
So, unless I've missed something, the only solution I can suggest is to keep a copy of the base show and always work from that.
I was not aware it did this. In fact I was under the impression deleting a patch would remove any info associated (with the exception of shared palettes if at least one instance remained).
However, having tried numerous fiddly experiments on the simulator I can find no way to remove this data. I tried delete by dmx address, repatch/delete, park/delete. But no matter what, as soon as something new gets patched across these addresses, the cue data applies, even if they are on different handles.
So, unless I've missed something, the only solution I can suggest is to keep a copy of the base show and always work from that.
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- Joined: 07 Mar 2004, 15:13
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- Posts: 266
- Joined: 07 Mar 2004, 15:13
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so after being rather upset about this... I found a last ditch pain in the arse way to fix it
first delete any unwanted fixtures
then patch as dimmers EVERY empty channel on the desk ( this is to make sure you clear everything!!!!) to one or a few handles ( I used 10 just to go fast in the patching)
then go thru every submaster in the desk as follows
press include, then submaster you want to edit, then select the fake dimmer you set up before, press ML menu twice select soft key C ( remove selected fixtures from programmer) then press memory and safe back to the orginal submaster using replace memory
after fixing all offending submasters delete the fake dimmers
a long pain in the butt way to fix the problem .. but fixed either way
first delete any unwanted fixtures
then patch as dimmers EVERY empty channel on the desk ( this is to make sure you clear everything!!!!) to one or a few handles ( I used 10 just to go fast in the patching)
then go thru every submaster in the desk as follows
press include, then submaster you want to edit, then select the fake dimmer you set up before, press ML menu twice select soft key C ( remove selected fixtures from programmer) then press memory and safe back to the orginal submaster using replace memory
after fixing all offending submasters delete the fake dimmers
a long pain in the butt way to fix the problem .. but fixed either way
Nice fix! Not easy but I see the logic. Similarly you could use the [include]/remove selected on the actual fixtures you want to remove assuming, of course, they are still there.
Out of curiosity why was it easier to use 10 handles? Wouldn't you just keep hitting the swop key while the desk auto-advances to the next available address?
Out of curiosity why was it easier to use 10 handles? Wouldn't you just keep hitting the swop key while the desk auto-advances to the next available address?
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