Release and AVO+Playback

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peter.rodda
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Release and AVO+Playback

Postby peter.rodda » 13 Sep 2011, 14:38

Why does release move LTP channels (like movement), but AVO+playback just kills intensity?
peter.rodda
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Postby peter.rodda » 13 Sep 2011, 14:39

And..

Is there a way to release all LTP channels to a “home” position without pressing locate?

And...

Can one make a cue list release itself after the last cue?
icke_siegen
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Postby icke_siegen » 13 Sep 2011, 15:10

At least the last one is in the wishlist, and I am being told something for v5.

As for the first one: essentially, that's the difference between 'Release' and 'Kill'

And: iirc, release to palette (or whatever value you want) is in the pipeline, too
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niclights
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Postby niclights » 13 Sep 2011, 22:34

icke_siegen wrote:... and I am being told something for v5.

I think you were probably told wrongly.

Release to (quick) palette has worked since v4.
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Postby icke_siegen » 13 Sep 2011, 23:56

I admit that's one of the points I need to check more (anyone to give more detailled info)?

Essentially, Release makes everything go back to the state before firing the cue. So: if at first you located the fixtures, and then fired the cue, releasing the cue will make the fixtures return to locate. But if you fired another cue before, they're supposed to return to _that_ cue's values...
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Postby Simon » 15 Sep 2011, 16:08

The release feature works on a stack system so it does not just go back to the state it was in before the cue was fired. e.g. If you have 3 playbacks (red, green, blue) fired in that order, killing the blue playback would take the fixtures back to green. Then killing the green would take the fixtures back to red. However if you have the same 3 playbacks and killed the green first then the blue, the fixtures would immidietly go back to red. Killing the last playback on the stack will release to locate values regardless of the state they were in when it was fired.

Hope that makes sense.

Thanks
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niclights
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Postby niclights » 15 Sep 2011, 16:39

Simon wrote:Killing the last playback on the stack will release to locate values regardless of the state they were in when it was fired.

Unless that sate was from quick palette. If the state comes from a (subsequently cleared) 'non-quick' palette then it releases to locate.
peter.rodda
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Postby peter.rodda » 15 Sep 2011, 17:04

Just a quick reminder then - what is the difference between a "quick pallet" and a "non-quick pallet"?
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niclights
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Postby niclights » 15 Sep 2011, 17:48

Quick palette recalls everything in a palette if no fixtures are selected. Not needing to select fixtures or groups makes this is a very fast function for busking. It also prevents values entering the programmer and therefore the need to clear.

'Non-quick' is just a way of saying recalled via fixture selection.
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Postby peter.rodda » 16 Sep 2011, 12:20

So its like scenes in Hog?

But for this to be really usefull then, you would need seperate pallets for all your major groups? like colours for all spots, different colours for all washes, maybe also for LED fixtures, etc.? Otherwise ones whole rig will change colour/position etc.? (I actually thought it was a function of shared pallets)

What do you guys usually put in quick pallets?
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niclights
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Postby niclights » 16 Sep 2011, 17:34

I can't comment on the Hog.

Yes, you're correct that you might need more palettes. I separate out colours by fixture along with a set combining all fixtures; Positions by type (spot/wash etc); Gobos by fixture (combined with focus), Gobo spins can combine for all fixtures etc.

The amount of separation largely depends on how many different fixtures you have and whether you are actually going to be busking. If not then it doesn't matter.

The main function of shared palettes is that they will work for all fixtures of a particular type even if they are patched later.

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