With the grandMA, MA Lighting started a new era of highly developed lighting and visual control console platforms. On the one hand, these consoles can be used for stand-alone lighting control, on the other, they can work via Ethernet (MA-Net) as an integrated MA system network.
With the introduction of the grandMA2, MA Lighting took the next logical step. Offering vastly more powerful software and hardware, this series is again setting standards for the years to come.
The grandMA2 hardware may also be used with full compability and functionality of the series1 software.
For using the grandMA2 in compatibility mode, please refer to the latest grandMA series1 manual.
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| Manufacturer's name | MA Lighting Technology GmbH |
| Manufacturer's address | Dachdeckerstr. 16 D-97297 Waldbuttelbrunn Germany |
declares that the product.
| Product category | Control unit |
| Name of product | grandMA2 fullsize , grandMA2 light, grandMA2 ultra-light, grandMA2 wing |
| . | . |
complies with the following product specifications:
| Safety | EN60065, EN60950 |
| EMV (EMC) | EN55103-1 (E1), EN55103-2 (E2) |
Dipl. Ing. Michael Adenau
The grandMA2 Help system will eventually be available on the console by pressing .
These pages are also available online at www.grandma2.de/help
With each software-release, the latest version of the online pages is included in the console, however as the online version is constantly updated, expanded and refined, based on userfeedback from the grandMA2-forum and experiences from the software-team, the online-version may be slightly different from what you find inside your console.
This section aims to give you a conceptual understanding of the philosophy behind the console, without digging deep into every little detail. With a conceptual understanding, you will have the knowledge needed to understand the technical information and facts found in the reference section.
This section is intended for look-up and reference, to expand the basic knowledge gained by the concept section
This section contains step-by-step instruction for common tasks and procedures.
By the use of reserved words, keywords, and numerical identifiers, the operator may command the desk to perform any task, e.g Delete Effect 3 or Goto Cue 5. Every commandline has to be completed with the magic word Please, so the exact buttons to push for these examples would be and .
| Please is not a keyword or part of the commandline, it is the button that sends the commandline to the console, so remember to be polite and add to any commandline examples you find in these pages. |
Most commonly used keywords have a dedicated labeled key, while others may be accessed by a second (or third) press of the key. Some keywords may only be available from onscreen buttons, while all keywords may be typed manually with the keyboard.
You may always see what is currently being typed into the commandline, by looking at the teal-colored Commandline Input field displayed on both the command screen and the right monitor-wing screen:
Like in any language, words may be classified into different groups (i.e. verbs and nouns), and there are rules on how words may be combined, to form understandable expressions.
Object keywords may be compared to nouns in human languages.
Functional keywords may be compared to verbs in human languages.
Helping keywords may be compared to prepositions and conjunctions in human languages
Store Cue 3 may be typed as Store 3 , as Cue is the default object-type for the function Store
Go+Macro 10 may be typed as Macro 10 , as Go+ is the default function for the object-type Macro
Store 3 may via the keyboard be typed as st 3
Macro 10 may via the keyboard be typed as ma 10
typing just will refer to Channel 9, as Channel is currently the default keyword/object of the commandline. You may change this at any time, by entering the keyword and then press please.
The multiple screens on the grandMA are used both to display informational data to the user and also via their touch functionally, to produce input to the console.
The grey areas with light grey dots are the areas where user-definded windows may be arranged

The bottom section of this screen contains label and softbuttons for the X-keys. The X-keys can control Button Executors, (List) or Views/Macros (User1 + 2). Additionally these act as hardkeys for options in pop-ups, menus and dialogs.

The bottom section of this screen contains the Encoder Toolbar which gives access to fixture attributes and object properties. In the bottom left corner is the Executor-label for the currently selected (Main) executor. Along the right hand side is 10 View-buttons for easy recall of different userdefined Window-arrangements

The bottom section of this screen contains the labels for the Fader and Button Executors. Along the right hand side is 10 View-buttons for easy recall of different userdefined Window-combinations
To get started, you may load a Demoshow with a simple set of Views with window arrangements , however to work efficiently with the console you should create your own views, optimized for your type of show, amount of fixtures, and your personal preferences regarding data-presentation
Windows are created by pressing an empty space on your screen, and choosing type of window, from the Create Window dialog.
Windows may be moved by dragging the headline, and resized by dragging the lower right corner. After filling your screen with multiple windows, it could look something like this:
Every window has a yellow ball in the upper left corner, which may be used to access the Window Option dialog. Within the options dialog, you may select how the data is presented, fontsize, readout, special filters, toolbars etc.
Here is two examples of the same Window, Fixture Sheet , but with different options:
The grandMA2 is a versatile control system, there are no predefined limitation of what type of fixtures it does control, e.g. "this desk controls 200 dimmers and 48 moving lights". With grandMA2 all fixtures to be controlled are defined in , by the user.
Every fixture needs an identifier (ID) . grandMA2 has two different types/ranges of such, Channel ID & Fixture ID.


Selecting may be done with the commandline by i.e. pressing Fixture 5 Please . Multiple fixtures may be selected in one go by using the helping keywords +, - and Thru, e.g. Channel 2 Thru 10 - 4
To see your current selection onscreen, you need a Channel Sheet and/or Fixture Sheet window. Selected fixtures will have their name and number (ID) displayed with yellow text.
| If your sheets are not large enough to display all fixtures, enable Fixture Sort in the top right corner, to move the selected fixtures to the top of the list |
A fixtures's parameter for adjusting its intensity, would be the Attribute "Dimmer", of the Feature "Dimmer" of the Preset-type "Dimmer"
The top row of the Encoder Toolbar will display one button for each Preset-type existing in your Showfile. Pressing this button puts the attributes of the first feature, on your encoders. If the Preset-type contains multiple features, or more than 4 attributes per feature, these amy be accessed via the rightmost button in the second row.
The most obvious is the level wheel next to the numeric keypad, which is allways linked to the dimmer attribute, and the Trackball which is linked to Pan&Tilt, unless it is in Mouse-mode.
Additionally some features like Colormix and Shapers have grahical tools on the multitouch commandscreen.
Your current Selection of fixtures, and the values of any manually adjusted attributes resides in the Programmer
Parameters gets automatically activated when you adjust them in the programmer. For convenience the console will also activate related parameters, so if you adjust the attribute Pan, then Tilt will also be included.
Commonly used combinations of fixtures may be stored as Groups.
To create a group, select the desired fixtures, e.g Channel 1 Thru 5 - 4 then enter Store Group 3 .
Channel 1, 2 3 and 5, may now be selected by just entering Group 3 .
Multiple Groups may be combined in one commandline, also with the Channel and Fixture keyword. i.e. Group 1 Thru 4 - Channel 3 + Fixture 7
Groups are merely shortcuts for selecting fixtures:
Group 5 At 50 , Store Cue 3 will set the fixtures in Group 5 to 50%, not Group 5 to 50, so any later changes to Group 5 will not be reflected in Cue 3.
Your groups are displayed in the Group Pool Window.
With the Group Pool window, you can select groups merely by pressing the tile in the pool, - and create groups, by pressing in advance.
| Groups also remember the order of the selection. Fixture 1 + 2 is not exactly the same as Fixture 2 + 1. The order of a selection is important when applying effects and value-ranges, which will be distributed along the selection |
If you are labeling a pool-object (i.e a group), and the pool and the object has focus (white square around the object), you can enter a new label just by start typing with the keyboard.
This Direct labeling of object with focus, enables you to enter the name directly after selecting or storing via pool-windows.
Direct labeling also work in the Cue-lists when focus is on the cue-name.
Selects group 2 and set it to 50%. If the name includes white-space or reserved words (keywords), the name must be enclosed in quotes Group "All Macs" At 50 .
The idea of Presets is to store a labeled reference in a cue, rather than the actual value itself.
After positioning Fixture 1 thru 3 at the Piano, rather than storing the actual pan&tilt attributevalues into the cue, these values are stored as Preset "Piano" and the Cue only contains that fixture 1 thru 3 should point at "Piano".
The advantage of this concept is that if the piano (or fixtures) is moved, you only have to update the Preset "Piano" even if you have used the fixtures at this position in multiple cues. Another surplus is that in your fixturesheet you may see that pan and tilt is at Piano, and not just a numeric value or deflection in degrees.
Presets are divided into different types, each by default collecting related attributes. e.g. Pan, Tilt belong to the Preset-type Position, while ColorWheel and CMY belong to the Preset-type Color etc.
Fixture parameters adjusted to different values, together form "looks" on stage, which may be memorized by the console as Cues.
Cues are organized in Sequences, and are played back by Executors. - A simple analogy would be that your Cue is a song/track, the Sequence is an Album/CD, and your Executor is your CD/DVD player.
This means that you cannot have a Cue without a Sequence, and you cannot use your Cue/Sequence without assigning it to an Executor. Sounds complicated, but this process is automated. If you press then any button of an empty Executor, the console will automatically create a new sequence, assign the sequence to your executor, and add first cue, Cue 1.
In addition to contain values for each included parameter, a Cue also includes properties for when and how to recall the cue, like Trigger source/time, Fade and Delay times etc.
A cue may further be divided into Parts , to apply different timing to groups of fixtures or parameters.
Rather than taking a complete snapshot from stage for each cue, a tracking console will put just the values into a cue which differ from the previous look. This follows the way a designer would think about his cues as well as it saves console's processing power and memory.
Quite simply, tracking is the idea that once a parameter is set to a level, it stays there until it is told to go somewhere else.
e.g.
The actual content of Cue 2 is just to turn on the frontlight, - Cue 2 does not contain any data for the backdrop. However, when playing back Cue 2, the blue backdrop will stay on, and the result, the state of Cue 2, becomes guitarplayer with a blue background. The blue background is tracking to the next cue.
The output-value of any attributes may be dynamically generated by applying two values and a waveform, where the bottom of the curve represents the first value, and the top of the curve represents the second value:
With the means of these three parameters, the output-value will start oscillating at the given rate:
Furthermore by aligning the phase , where to start on the curve, you may achieve a continuous organic flow:
The most obvious use for an executor is to assign a sequence of cues for playback, however executors may also be used as handles for other objects, e.g. a physical button of a specific macro, a speedfader for a group of chasers or to control the intensity of the gooseneck worklights on the console.
Executors are arranged in Pages. This enables you to easy get a new set of executors merely by changing page.
| Changing page will not load new content into your physical Executors, like on some other consoles. Changing page just instructs the console to display another set of Executors on your physical hardware. This enables you to have executors from multiple pages active and running at once. |
There are two types of executors, Fader Executors and Button Executors.


Typical button functions could be Go, Pause or Flash, while fader function could be Master (intensity), Speed or Crossfade.
The process of building your fixture schedule consist of importing FixtureTypes from the Library, and adding quantities of these types into your showfile.
The Fixture Schedule may be segmented into multiple Layers, to simplify navigation within setups with large amount of fixtures and or different fixture-types.
Generic fixture-types like ordinary dimmer channels, simple RGB LEDs, scrollers etc may be found via the manufacturer "Generic"
Altering fixture types must be done in the Fixture Schedule, and any changes first takes place when you exit. If in a session, the new schedule will be uploaded to all other stations
Altering ID's must be done in the Fixture Schedule, and any changes first takes place when you exit. If in a session, the new schedule will be uploaded to all other stations
The grandMA2 supports patching to 256 different universes, and address & universe are given in the format universe.start_address e.g. 1.1 = first address of first universe, 256.512 = last address of last universe
The DMX-patch does not have to be edited within the Fixture Schedule. The patch may be altered at any-time via the Fixture Sheet or Commandline.
Fixture Positions does not have to be edited within the Fixture Schedule. the positions may be altered at any-time via the Stage Window
The grandMA2 series is designed for networking. Beeing in a network is the normal situation. Even if the console is all alone on the network, it will run happily with all the network functionallity.
Every console has two Ethernet ports at the back:
A session is a group of stations, communicating and sharing data within a network. There may coexist 32 different Sessions within the same Network.
Additional members/stations in the session may be added and removed via the MA Network Configuration, under the same tab.
DMX Streaming over Ethernet is configured under the DMX-protocols menu
By the use of user-login with userprofile, each operator may tailor the console to his/her nees, with individual Views, default settings and programmer. In a session with multiple stations/console, the operator may log into any console and be "home".
By entering 3-dimensional data of your fixtures location, their operation may visualized internally via the stage-window (wire-frame), and externally via a networked computer running grandMA 3D (realistic)
Layouts are interactive 2 dimensional drawings where you may freely arrange channels fixtures, draw shapes and write text, add macros presets or other objects.
Via the Layout Pool, you may create multiple layouts for each part of your stage
Oridinary pixelmapping has been limited to overlay a twodimentional image, with a twodimentional representation of your fixures, and map corresponding pixels to fixtures. However, in real life your fixtures are not neccessarily located in one flat plane, and your audience does not neccessarily have a direct 90 degrees viewing angle of your "plane" with fixtures.
grandMA series2 has taken pixelmapping to the next level:
Every fixture's position in 3D space may be considerd a pixel of a virtual 3-dimensional canvas/screen.
Onto this screen (or a selection of it) you can from any angle/position virtually "project" an image, and animate its position rotation and size.
Worlds are created in the programmer, and stored in the World Pool. Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and you may eliminate rows and/or columns
The created world will contain the rows of the current selection, and the columns of any active attribute. If no attributes were active, all columns will be included in the created World.
You will now only have programming access to fixture 1 thru 5, (which is reflected by the Fixture Sheet Window)
If you now with World 3 active, i.e Delete Cue 3 , you would only delete fixture 1 thru 5 from Cue 3. - if Cue 3 contains more fixtures than 1-5, the cue will not be deleted as a whole.
| World 1 contains all parameters of the show, and cannot be altered or deleted |
In addition to the traditional macros of series1, grandMA2 macros may be used as a scripting language, with possebilities to create dialogs for user-input, conditional execution of macrolines, - interacting with the users current commandline, or as parallell execution, not interfering with the commandline.
Macros may be executed directly from the Macro-pool, or be assigned to any Executor, View or X-key User button, for direct hardkey access.
| When CLI is disabled for a macro, the actual press of the Macro will no longer interact with your commandline, but directly execute its content. This means that i.e to edit or delete this object you cannot just press the command and then the button, you will need to type the actual keyword and ID. e.g. Edit Macro 5 to edit macro 5 or Delete ViewButton 11.5 to remove the macro from the User1 X5-button). By disabling the CommandLineInteraction of the actual buttonpress, you can make the content of the macrolines interact, by the use of the @-sign. |
SetVar $answer= ("your flash buttons to be 1 -above- or 2 -below- the faders?")
SetVar $button = [$answer==1] ExecButton2 [answer==2] ExecButton1
Assign Flash at $button 1 Thru 30
The Agenda is primary intended for architectual installation, however you can also use it to remind you to take coffee breaks or other reminders.
This may be achieved with the command CD (Change Destination).
If your destination is not the root, the Commandline Response window will automatically be opened, and the Commandline input field will display the destination as a prefix of the commandline
In the situation above, Store 1 will create FixtureType 1, rather than the usual Cue 1.
When your commandline is directed to a specific destination, you can still do normal operations, however shorthand entry no longer work, you need to enter the full syntax Store Cue 1 to create Cue 1
They start with the Basic tutorials and then moves into more specific areas (still work in progress).
This will give you a short tour through all the most basic things you need to know for creating a show, turn on channels, make groups, store cues and make your screens display the relevant data.
On a grandMA there are many different ways to get from A to B. But to get the best result with this tutorial, it’s important that you follow the steps fairly precise. You can always experiment on your own afterwards.
I have chosen to use different markings when I want you to do different things.
If I need you to press a hard key (a key that is physically on the desk) it looks like this: . If I’m just referring to the button I will put it in single quotation marks e.g.: 'Setup'.
If you are supposed to press a button on the screen or a area on the screens I will write it like this >>Macro 1<<.
If you are supposed to write text on the keyboard I will write it like this: Moving light. I will often tell you to end a command with 'Please'. This referrers to any of the two keys on the console (only one on the UltraLight).
When referring to a window on a screen you have created, I will mark it like this: CommandLine Feedback.
If you are doing this on an onPC , you need to imagine all the physical buttons, and use the relevant buttons in the program. I will write this as if you where at a real console (a FullSize).
A real FullSize console can have up to 6 screens (incl. 2 external). I will refer to them as "Screen 1", "Screen 2", etc.
Screen 1 is the 9" Multi Touch Screen. Screen 2 to 4 is the 15.4" touch screens on a FullSize (from right to left). 5 and 6 are the external screens.
If you are at a desk that only got one 15.4" touch screen, just ignore everything with screen 3 and 4. You will learn to store and recall screen views on the one screen you have. The same thing applies for the external screens. If you don’t have any, just use the one screen you do have.
This tutorial is made on version 1.3. So it should be working on every version from and above this.
Happy Programming.
The first this you need to do is the press the key. Then make sure the >>Internal<< tab is selected.
Now press the >>New Show<< button.
This gives you the "New Show" pop-up. Here you can write the name of the show and change some options.
In the name box, write your name followed by this: _Tutorial_Basic1
Make sure you check all the boxes in the pop-up. This ensures that we create a new empty show with all default options.
Your pop-up should look something like this (I used the name "John Doe"):
Then you can press the >>Please<< button and close the "Backup" menu by pressing the yellow X in the upper right corner (this is how you always closes temporary windows.
You have how created a new empty show.
Go to the next page to learn to patch dimmers.
Do you want a show without lights? No, not really! I’ve made a simple design with some general stage wash.
This gives us a total of 40 dimmer channels. Press the key and make sure the >>Show<< tab is selected. The press the >>Patch & Fixture Schedule<< button.
This gives you a pop-up is called "Layer Name". Here you write: Dimmers followed by a 'Please'.
Then a part of your screen should look like this:
Now you should press the button called >>Please select fixturetype<<.
Now we are going to import a fixture type from the library on the desk to the show.
Press the >>Add Fixturetypes from Library<<.
This is a list of all the fixture types in the library. We are going to use the manufacture filter to limit the list.
At the bottom of the page you'll find a box named "Manufacturer Filter". Here you write: generic.
Now you can only see the generic fixture types. At the bottom you'll also see a box called "Fixture filter", here you write dim.
The list is now limited to only display generic fixtures that has "dim" in its name.
Select the one called "generic@dimmer@00.xmlp".
The bottom of your screen should now look like this:
Press the >>Ok<< button and then the >> 'Dimmer'1 << button.
Now you'll get a series of pop-ups that help you adding new fixtures.
The first one asks for the quantity of fixtures. Write: 40 followed by a 'Please'.
Now it asks for the Channel ID. Write: 1 followed by a 'Please'. This gives the first dimmer an ID number of 1, the second one an ID of 2, etc.
Then you need to give your first dimmer a Fixture ID. We don't want a fixture ID so write 0 followed by a 'Please'.
Now we need to give the first dimmer a patch. Write: 1.1 followed by a 'Please'. This places the first fixture in universe 1 and DMX channel 1.
Now you are almost ready to add the fixtures. We just need to edit the name. Just press where it says >>Dimmer<< in the box called "Name".
Then you write: Dim 1 followed by a 'Please'. This names your dimmers "Dim 1", "Dim 2", etc.
Now it should look like this:
Press the >>Apply<< button. You have now added 40 dimmer channels.
Close the two setup screens using the yellow X.
On the next page we are going to look at controlling those channels.
Often it can be a advantage to see how the console reacts to your commands. This is done on the Commandline Feedback window.
We are going to create this window at the bottom of screen 2 (the 15,4" touchscreen on the right side).
Press anywhere in the upper left corner on the empty screen. This gives you the "Create Basic Window" pop-up. Here you need to press the >>Other<< tab. Here you'll find a >>Command line<< button. Press it.
Now you have created a Commandline Feedback window.
It continually gives you a lot of information. Don't be confused about all the information, I'll tell you about it when you need it.
You can resize the window by pressing the area in the lower right side of the window (where there are a lot of yellow dots).
The window can be moved by pressing and holding the headline of the window (where it has a yellow ball and the "Commandline Feedback" text).
Now you should size and move your window so it takes up three whole lines at the bottom of the screen.
To view your 40 channels you need a Channel Sheet window.
Press the upper left corner on screen 2. Then select the >>Sheets<< tab in the "Create Basic Window" and then the >>Channel<< button.
You have now created a Channel Sheet. Here you can see your channels and the values they have.
Your screen should now look something like this:
You can store your view on any of the view buttons in the side of your screen.
Now we are going to store our view on the top button just right to screen 2.
Press key followed by the key.
This gives you a pop-up. It asks which screens you want to store. Without changing anything press the >>Please<< button.
You have now created a view. Let's give it a name.
Press key twice followed by the . This gives you a pop-up. Here you write: Channel followed by a 'Please'.
You can see in your Commandline Feedback window writes this:
This tells you that you have given your view a new label.
On the next page we are going to learn about controlling the values of the channels.
There are many ways to turn on your channels on a grandMA. Let's begin with one of the simple ones. Press thise hardkeys: . You have now turned on channel 1 at 100%. Let's look at what else happened. The channel ID "1" has changed to a yellow color and the background behind the value has changed to a red color. Also the value (in this case the intensity) is now in a red color. The yellow color means that the channel is selected and you can change the value. Press . Since the channel is already selected you can just give it a new value and it is now at 50%. Now press once. Channel 1 is no longer selected and you can't just change the intensity again. The red background color indicates that the value will be saved if you press 'Store' (don't do it now). Instead press once more on . The only thing left is the value in the red color. This means that it's still in the temporary memory (called the programmer), but it will not be saved if you store. Press once more. Now channel 1 is turned off and it's not in the programmer anymore. Instead of pressing the 'Clear' button 3 times you can keep it pressed for about 1 second and you have cleared the programmer.
There are other ways to turn a channel at 100%. Here's another example: . This is a shortcut to give the channel a value of 100%. Press twice. This gives channel 1 a value of 0%. You can of course also use "At 0 Please". The value is in the programmer and will be stored (if you save a cue). Press until the programmer is cleared. If you have several channels in the programmer and just what to "release" one, you can use the 'Off' button in combination with the 'Channel' button. Turn on channel 1 at 100%. Now press . The final way (I will introduce to you) is the "Level" wheel. With this you can change the value fast and simple. Turn it away from you and the value of the selected channels goes up. Turn it towards yourself and it goes down.
If you want to turn on several channels at the same time you need the buttons '+' and/or 'Thru'. They are pretty self-explanatory. Guess what you need to press to turn on channel 1 to 10 plus 20 at 20%. This is the fast way: . If you want to exclude channels you can use '-' (minus). So if you want to give channel 1 to 10 plus 20 but minus 5 a value of 0%, this is the fastest way: .
You can also use '+' and '-' to change the value. . This brings channel five up to 50%. . Brings the channel down to 0%.
Now you know how to assign values to channels. End this section by clearing your programmer.
On the next page we are going to look at Groups.
Since we are going to make some groups it would be practical to be able to see them.
I find it nice to have it at the same screen (since there's room). So I suggest making the Channel Sheet one line smaller and then press the empty space on the left side.
Again we are presented with the "Create Basic Window" pop-up. This time you need to access the >>Pools<< tab. Here we find the >>Groups<< button. Now you got some empty group buttons right at your fingertips. You could store this as a new view (or store your existing view again).
All the odd numbers in our light plot have a warm color and all the even ones have a cold color. We are going to make some groups with those colors. The first one is all the warm colors from front of house. Press: . Now you have selected channel 5, 7, 9 and 11. Then press followed by the first available group button. Groups cannot contain any value so we don't need to assign any.
Before you do anything else, use your keyboard to write: FOH Warm. Should you have touched anything else (buttons, screens, anything) before typing, you can use a different method to name things (e.g. groups). The function is called "Label" and you access it by pressing the 'Assign' key twice. Do that and then press the first group button again. Now you have the option to change the name, delete it, or type it for the first time. When you are happy press .
Look at your Channel Sheet. Here you can see that the numbers 5, 7, 9 and 11 have the yellow color, meaning that they are still selected. We are done with those four channels, so press the 'Clear' key once.
All right, now I have told you everything you need to know about making groups. In all we need 12 groups. I have gathered all the information you need for making the groups in a table. You have already made group 1, but the rest is a nice little exercise.
| Group number: | Channels: | Name: |
|---|---|---|
| 1 | 5 + 7 + 9 + 11 | FOH Warm |
| 2 | 17 + 19 + 21 + 23 | LX1 Warm |
| 3 | 25 + 27 + 29 + 31 | LX2 Warm |
| 4 | 33 + 35 + 37 + 39 | LX4 Warm |
| 5 | 1 + 3 + 13 + 15 | Box Warm |
| 6 | All uneven numbers | All Warm |
| 7 | 6 + 8 + 10 + 12 | FOH Cold |
| 8 | 18 + 20 + 22 + 24 | LX1 Cold |
| 9 | 26 + 28 + 30 + 32 | LX2 Cold |
| 10 | 34 + 36 + 38 + 40 | LX4 Cold |
| 11 | 2 + 4 + 14 + 16 | Box Cold |
| 12 | All even numbers | All Cold |
When you are done, your group pool should look something like this:
On the next page we will make the first cue.
A light cue is saved in a sequence. The grandMA can handle an almost unlimited number of sequence.
We only need one for this tutorial. All cue numbers are in numeric order i.e. cue number 4 cannot be before cue number 3. But the cue can have any name.
First of all we need a window where we can see our sequence. Click on the top left cell on one of your empty screens. If you only have one screen you need to clear it first (by deleting the windows already there) and then press the cell.
The window we need is called Sequence Executor, so in the "Create Basic Window" pop-up, select the >>Sheets<< tab and press the button called >>Sequence Executor<<. You could save this as a (new) view.
The first thing you should do is to select the first executor. Press: . You can always locate your selected fader by its green background color where it says "Seq". And to indicate that there is a sequence assigned to that fader the number underneath the fader is brighter. The green LED is on when the executor is on.
Let’s make our first cue. Press: . Then . That was it! You have now saved channel 20 at 40% in cue 1 in sequence 1 at executor fader 1.
If you don’t specify anything else the console assumes you are referring to your selected executor and the sequence assigned to that executor. You can always locate your selected excutor by its green background color where it displays the sequence name (now it says "Seq 1").
You also got a line in your Sequence Executor window. Most of the columns are self-explanatory - but I will mention some of them. "Number" is of course the cue numbers. "Name" is the name. "Trig" describes what triggers the cue. If we look at our first cue, the trigger is "Go". This means that to execute the cue you need to press a Go key. "Delay", "Fade", "Out Delay" and "Out Fade" shows you the respective times.
Before we make any more cues, let’s change the cue name. If you don’t specify anything the desk names it "Cue". Press . Use the keyboard to write Behind Curtain followed by a 'Please'. A different way to change the cue name is to right click on the name with the mouse. No matter what way you choose - your first cue should now have the name "Behind Curtain".
If you can't see the entire name you can expand the column width by placing the mouse curser on the line that divides "Name" and "Trig". When you are at the right place, your curser changes so it now also has a little horizontal double ended arrow. Click and hold the left mouse button while you drag the mouse to your right. Then release the mouse button again. Now your Sequence Executor window should look something like this:
On the next page we are going to create more cues.
Let’s make some more cues. Press:. That created cue 2 with a fade time on 15 seconds. Let’'s continue with cue 3. Now we’re going to use the groups and the command line.
You need to locate the Command Line. It looks like this:
This is the CommandLine. It can be a fast way to get around the console and the commands. But sometime the keys are fastest. In the CommandLine type this:
followed by . Then type:
followed by . Now let's have a look at the commandline feedback and how the console has responded (please don't press any buttons).
What does all this mean? "g" is a short cut to "Group". That means the respond to the first line is:
The "t" in the second line as a short for "thru". The console respond to the second line is:
We are gonna store the cue using the hardkeys: . This is the response from the console:
Now why is this? We typed "Time 20 Time 25". The desk interprets this as 20 seconds (Basic)Fade and 25 seconds (Basic)OutFade. Pretty clever, huh?
Notice that after the second cue we don't need to specify the cue number. The desk automatically uses the next available number.
In cue 4 we need to take 30% of everything that is on. We do this in a fast and easy way: .
That was fast! By using "If Please" you get the command "IfOutput", this selects everything that has output. Then using "At - 30" you subtract 30% from whatever value the channels had before (of course nothing less than 0%).
Now we're going to make a lot of changes: .
What is "Time 15 Time Time 5"? If you have a look at your Command Line Feedback” it reads: "BasicFade 15 BasicDelay 5". This means that you told the desk to delay the execution of the cue with 5 seconds after you've pressed the "Go" button (and then fade at 15 seconds - but you probably guessed that).
With the "Time" command we can assign many different times. A command like: "Time 20 Time 15 Time 10 Time 5" the desk translates to: "BasicFade 20 BasicDownFade 15 BasicDelay 10 BasicDownDelay 5"!
The last cue we are going to make is a blackout. And we do that with only five button presses:. That was our 6 cues. It was hopefully fast and painless.
The next page we are going to make some changes to the sequence.
We would like to change cue 3 to automatically activate when cue 2 is done. You do this by right-clicking with the mouse (or pressing Edit and then) on the screen where it says "Go" in "Trig" column in the Sequence Executor sheet in cue 3.
This gives you a drop down box with the following choices: Go, Time, Follow, Sound & BPM. Select >>Follow<< by clicking or pressing it.
Then when cue 2 is done the desk automatically activates the fade to cue 3.
Let's change the cue names. You know how to do this, so I just made a table:
| Cue Number: | Name: |
|---|---|
| 1 | Behind Curtain |
| 2 | With Curtain Up |
| 3 | Build |
| 4 | Darker |
| 5 | Cold |
| 6 | B.O. |
If you need to, then expand the "name" column in your Sequence ExecutorSheet, so you can see the entire names.
Let's imagine that we’'ve got a lighting designer who has changed his mind. He wants 5% more on the group called "LX 1 Warm" in cue 3. Let’'s load cue 3: .
What happened? We loaded a cue and activated the executor. And we now have a yellow frame on cue 3 in the Sequence Executor Sheet. To load cue 3 you only need to write "Goto 3 Please". We added "Time 0". This overwrites the fade times stored in the cue and we didn't have to wait for the cue to fade in.
Let’s move on:. Now the 'Update' button lights up. This means you can update the activated cue. Press and without worrying about anything press the U3 key (or where it says: "Tracking Update") so the button changes to "Update Cue Only". Now press the key (or where it says "Update Cue") to update the cue. To exit the cue and deactivate the sequence you need to press the top button above executor fader 1.
Let's change some of the times in the cue list. This is how your times should end up:
| Delay | Fade | Out Delay | Out Fade |
|---|---|---|---|
| . | 0 | . | . |
| 3 | 15 | . | . |
| . | 20 | . | 25 |
| . | 10 | . | . |
| . | 15 | 5 | 10 |
| . | 0 | . | . |
Look at the Sequence Executor Sheet. Right click on the cells and type in the new value ether on "the calculator" on the screen, the buttons on your desk or using the keyboard. The final result should look like this:
Try pressing the big 'Go+' ”button to see how your channels react to the different times.
Press: (as double-clicking a mouse button). This is a fast way to store your show.
That was it! Now you know the most elementary things. You have leaned to create a show, make a simple patch, create views, turn on channels, save and use groups and finally creating a sequence with cues with different times.
This will give you a short tour through all the most basic things you need to know for adding fixtures to the patch, controlling fixtures, creating presets, adding a sequence and using worlds.
This tutorial builds on the first tutorial. I strongly recommend making that one first: Tutorial Basic 1.
On a grandMA there are many different ways to get from A to B. But to get the best result with this tutorial, it’s important that you follow the steps fairly precise. You can always experiment on your own afterwards.
I have chosen to use different markings when I want you to do different things.
If I need you to press a hard key (a key that is physically on the desk) it looks like this: . If I’m just referring to the button I will put it in single quotation marks e.g.: 'Setup'.
If you are supposed to press a button on the screen or a area on the screens I will write it like this >>Macro 1<<.
If you are supposed to write text on the keyboard I will write it like this: Moving light. I will often tell you to end a command with 'Please'. This referrers to any of the two keys on the console (only one on the UltraLight).
When referring to a window on a screen you have created, I will mark it like this: CommandLine Feedback.
If you are doing this on an onPC , you need to imagine all the physical buttons, and use the relevant buttons in the program. I will write this as if you where at a real console (a FullSize).
A real FullSize console can have up to 6 screens (incl. 2 external). I will refer to them as "Screen 1", "Screen 2", etc.
Screen 1 is the 9" Multi Touch Screen. Screen 2 to 4 is the 15.4" touch screens on a FullSize (from right to left). 5 and 6 are the external screens.
If you are at a desk that only got one 15.4" touch screen, just ignore everything with screen 3 and 4. You will learn to store and recall screen views on the one screen you have. The same thing applies for the external screens. If you don’t have any, just use the one screen you do have.
This tutorial is made on version 1.3. So it should be working on every version from and above this.
Happy Programming.
Before we are doing anything else, we need to store the show with a new name.
But maybe you need to load the show from "Tutorial Basic 1" first.
Press the key and then make sure you have chosen the "Internal" tab. Now press the >>Load Show<< button.
Locate your saved show from tutorial basic 1 in the list of shows. Make sure all the boxes on the right side is checked and then press the >>Ok<< button.
Now we have loaded the show (again).
Still in the Backup Menu, press the >>Save Show As<< button and in the pop-up write your name followed by this: _Tutorial_Basic2.
I use the name "John Doe" so I would write: JohnDoe_Tutorial_Basic2.
Now we have saved our show with a new name and we can close the Backup Menu using the yellow cross in the upper right corner.
We just got 9 Mac 700 Profiles from Martin Professional. And we want to add them to the patch. This is what the new light plot looks like:
All right, let's go. Press the key then the >>Show<< tab and the >>Patch & Fixture Schedule<< button.
We want to add the fixtures in a new layer. So that's the first thing we are gonna add.
Make sure the "Layer" part (the left half) of the screen is selected (the headline has a bright blue background), and then press the 'Add' key (it's the key)
In the pop-up write: Mac700.
Now press the 'Add' key again. And the press >>Please select fixturetype<<. Now press >>Add Fixturetypes from Library<< to import a new fixture type into the show.
The manufacturer is "Martin" and we need the "Mac 700 Profile" in extended mode:
When you have selected the correct fixture type press the >>Ok<< button. Back in the Select Fixture Type pop-up press the >>'Mac 700 Profile' 2<<.
The quantaty is "9".
For the Channel and Fixture ID we need them to start at "111". And the patch to begin at the second universe with DMX channel 1 (that makes the first fixtures patch number "2.1"). Change the name to "Mac700 1". And now press the >>Apply<< button.
But we are not quite done. We need to change some of the Channel and Fixture ID's to match the light plot. When you are done your fixture list should look like this:
And now we can exit both the Edit Setup pop-up and the Setup menu. This also saves your new fixtures.
Go to the next page to learn about the Fixture Sheet.
Now that we have fixtures it would be nice to see what they are doing. For this we are going to need the Fixture Sheet window.
I like the on screen 2. That way it's directy above the four encoders. But it's all up to you where you put it on the screens.
When you have room for it, press the empty space where you want your Fixture Sheet. In the Create Basic Windows pop-up you need to select the "Sheets" tab and then press the >>Fixtures<< button.
Now you have a Fixture Sheet. Here your fixtures are (as a default) represented as a list. Your fixture are in rows and the different attributes (like Dimmers, Pan/Tilt, Gobos, etc.) are sorted in columns.
When you press the yellow ball in the upper left corner of the sheet you get the sheet options (it's also here you can delete a window - if you haven't noticed).
You can follow the link below to read details about the Fixture Sheet. This is how my fixture sheet looks:
This is my sheet options:
Tools:
Layer Filter:
Display:
Feature Mask:
On the next page we are going to have a look at how to control fixtures.
The key to control fixtures is this bar:
It's the "Preset Control" bar. With this you can control what preset type you have assigned to your encoders.
The bar will only display the preset types you have access to. you might have noticed that before we added the Mac 700's there was only the "Dimmer" button in the bar.
The bar might disappear when you move focus to something else. Like working in the Sequence Executor Sheet. But you can always bring it back by pressing somewhere in your Fixture Sheet or Channel Sheet.
To control fixtures you need to select them. Let's try with fixture 111. Press: .
This selects the fixture, and you can assign a dimmer value using the methods you learned in Tutorial basic 1. Or you can select the "Dimmer" preset type using the bar and turn the first encoder to turn up the lights.
Select "Position" by pressing it. Notice how your encoder changes function according to what preset type you have selected. With the "Position" your encoders look like this:
Turning the encoders changes the values. Turning them with the encoder pressed changes the value faster. if you want to make smaller movement with a turn (incresing the resolution) you can press the "Normal / Fine / Ultra" button next to the value.
Notice how some of the buttons in the Preset Control Bar have a red square and some a grey one. The red one indicates that you have changed values in that preset type. This will be saved if you press the 'Store' key (don’t do it).
Press the >>Gobo<< button. Now instead of turning the first encoder, just press it shortly. This is where the "calculator" proves its power. The "calculator" is the pop-up that allows you to input values to attributes using a graphic interface. This is what it looks like with "Gobo 1" selected:
Next to the usual buttons with numbers etc. there is a lot of buttons that changes according to your selections. When gobo is selected you have easy access to all the different gobos. Select the one called "Water" and confirm you choice by pressing 'Please'.
When our fixture has more than one gobo wheel you can choose the others by using the "Feature Select" button:
You can press the text (Gobo1) to scroll thru the possible features or the "up arrow" to se a small list of the possible choices:
The last thing I will introduce you to is how to control colors.
Press the Preset Type button "Color". The first thing you see is the attribute "Color Wheel 1". This works as all the other attributes.
Now try to select "ColorMix" using the "Feature Select" button. This assigns Cyan, Magenta and Yellow to the first three encoders (in that order). Then you can control these three attributes manually.
What it also does is gives you the possibility to press the "Show Specialized Dialog" button - press it now. It should brig you this window on screen 1 (the 9" multi touch screen):
It's three different ways to assign a color to your fixture. What you are currently looking at is the "Fader" window. Here you can control the gradiant color wheels using HSB (Hue, Saturation & Brightness), CMY (Cyan, Magenta & yellow) and/or RGB (Red, Green & Blue). They are all connected, so other faders will move when you are moving one.
Try to press the key (or where it says "HSB"). This gives you this window:
This is much like the "ColorPicker" from grandMA series 1. You can choose a color by pressing anywhere in the colored area. You can also see how this affects your HSB, CMY and RGB values.
Try to press the key (Swatch Book). The window changes to this:
This can be used to choose a color much like the ones in the books of the leading gel manufacturers.
Notice how your Fixture Sheet changes and always shows you what your fixture is outputting.
Take some time experiment with the fixture controls. When you’re done clear your programmer and move on to the next page.
A preset is a way to store a set of values. There a 10 different groups of presets. They are named "All", "Dimmer", "Position", "Gobo", "Color", "Beam", "Focus", "Control", "Shapers" & "Video". Basically the preset groups can only store their own kind of info i.e. the "Position" preset group can only store info about Position values.
The exception to this is the "All" presets. They can store info about all the types of values. The Preset Pool windows are a lot like the Group Pool window except if you have nothing selected the first time you press a preset button, the desk selects the fixtures/channels that can use that preset. If you press a second time the desk assigns the values (stored in the preset) to the fixtures/channels.
In this tutorial we are gonna use "All", "Position", "Gobo" and "Color" presets. How you arrange them is all up to you. You know how to create and store views.
But one thing that is good to know is that you can dicide what color the frame around the different preset pools should have.
You enter the Pool Options by pressing the yellow ball above the pool headline:
Here you'll find a something called "Frame Color". Pressing here followed by a press on any color in the options, changes the color on you pool frames.
When you are done, your view could look something like this:
On the next page we are gonna look at creating presets.
In just a few seconds we are going to store a preset. But to make sure we save them correctly we need to examine the "Store options". Press and hold the key. After approx. 1 second the Store Options pop-up appears. The only thing we are interested in is the "Preset Options" they look like this:
Press the buttons until it looks like the buttons above. When you are happy press >>Save as Default<< next to the yellow X.
Finish by pressing the key twice (we are not storing anything right now).
All right, try placing all your moving lights in different positions.
When you are happy, make sure you can se the preset group called "Position". Press and the first (Position) preset button.
Now instead of values our fixture sheet shows "P 2.1". This refers to Preset Pool 2, Pool Button 1. If you have given the preset a name, then this name will appear instead.
Move your lights to different position. Now press . This creates a second position preset. The "2 ." is a reference to the position presets (you may recall the window you created was called "2:Position").
Move your light and make one more position preset. Clear your programmer.
Select the first Mac 700 (Fixture 111). Change the color to a blue one using the Specialized Color Dialog. Press and hold the key. In the "Store Options" press the button "Selective" until it is changed to "Global". Now store it to the first color preset.
So what's the difference to the 2 different store options? All the Position presets we made with the "Selective" option. This means that the presets only applies to the fixtures that actually had values when you stored the preset. The "Global" means that this preset applies to all fixtures of the same fixture types even though you have only created it with some of them.
The last option "Universal" may be used to make presets that applies also to other fixturetypes than the one(s) used for creation. this functionallity applies only to the generic attributes dimmer, pan, tilt and colormix.
Make 2 more color presets. Make 3 different gobo presets. Clear your programmer.
Press: . Now you have made an "All" preset that contains all the default values of the fixtures (The "Please Please Please" activates all parameters of the fixtures).
| Pressing multiple times without entering any commands, will activate/deactivate all parameters of the current selection. |
You should have presets that look something like this (I have rearranged the view so all the created presets are visible):
This is what we need for making our new second sequence. Go to the next page to do that.
Clear your programmer. Press the first Position preset twice. Now press and one of the buttons labelled "3" around executor fader 3.
Now we got our second sequence. Let’s build some more into it. Select executor fader 3 by pressing followed by one of the executor buttons around the executor fader. Press the first Gobo and Color presets followed by . Then we got the Save pop-up:
Here you choose how you want to store things. Press >>Merge<<.
That was our first cue. Clear the programmer. Press the second Position twice followed by the second Gobo and Color presets and then Store Please. This time choose >>Create second Cue<< in the Save pop-up.
Make a third cue with the third Position, Gobo and Color presets.
The last cue I need you to make is a cue containing the "All" preset and all the cue times need to be 0 seconds! Clear your programmer.
Select your first sequence. Now press the green name field above the executor fader (where it says "Sequ."):
On screen 1 you see some of the options for that executor fader. This window can be a bit confusing the first you see it, but right now we are only interested in is the size of the executor. Change that to 2 by pressing the X2 key (or where it says "Width 2").
Now we need to change the button assignment. The buttons and fader can have a lot of different functions (explaining those goes beyond the scope of this tutorial). Press where it says "XF" and in the small pop-up select >>Speed<<.
Press where it says >>GoBack<< and choose the option called >>Rate 1<<. Change the rest of the buttons so they end up looking like this:
Close the Assign Menu by using the yellow X. What is a Speed rate fader? Well, the speed fader is used for changing the overall speed of the fade. You can speed it up or slow it down to a complete stop. The times are not changes in the sequence permanently, just adapted to the faders position.
The button called "Rate1" resets the fader to the mid position, where all the times are back at their saved times.
The '<<<' and '>>>' steps one cue back and forward accordingly without time.
Have you noticed that we didn’t save any dimmer values to the fixtures in the second sequence? We are going to put those in our first sequence. And we are going to do some sequence linking.
In your Sequence Executor window make sure you can see the "Cmd" (command) column.
Right-click in the "Cmd" cell for cue 1 and in the pop-up write: Goto cue 1 exec 1.3 followed by a 'Please'. In the "Cmd" cell for cue 3 right-click and write: Goto cue 2 exec 1.3also followed by a 'Please'. In cue 4 the command is for cue 3 on executor 1.3. And in cue 6 we need a command to cue 4. When you’re done it should look like this:
Now press the big key. Notice that booth sequences go to cue number 1. That’s the command doing its trick.
Press the executor button. Turn on your moving light at full. Press . Press the key (or where it says "Original Content Only") followed by the X10 key (or where it says: "Save as Default").
Now there are two possible sequences to update. Make sure you update the one called "1.1 sequ.". You can do this by pressing the correct line.
Go to cue 6. Notice that the moving light gets the dimmer value "p 0.1". This is actually the value 0%. But to make sure that no matter what, they go to 0, let’s store this value in the first sequence also. Press: . Now you can see that you also have the option to update the preset. Don’t do that; just update the cue in sequence 1.
Clear your programmer and try moving back and forward in your sequence to see how the link works.
On the next page we are going to have a look at "Worlds".
One last little treat for you is the worlds. You can use the worlds to limit your own (and others) access to channels or fixtures. Find a empty space on your screens and create a new window called Worlds(it's in the "pools" section).
Press: followed by the second world button. Name it "Dimmers".
Clear your programmer. Now press: followed by world button number three. Name this "Moving Lights".When you are done it should look something like this (remember you can change the frame color):
Now you actually got three worlds! The two you created and then there is a default world called "Full". This one can't be changed. It will always give you the full world.
Select >>Dimmers<<. Now try to press: . It doesn’t work and they have disappeared from the fixture sheet.
If you select >>Moving Lights<< you can’t control the dimmers.
You can still run sequences and the cues will load all their content (Dimmers and Moving Light) as if you were in the "Full" world. The only effect the worlds have is what you can select, manipulate and store.
You should save your show. you can do this in the command line:
That was it! You have leaned to make changes to the patch, controlling fixtures, creating and use presets, linking sequence and creating and use worlds.
Macros are basically lines of text, which are executed as command-line for processing. The power of macros is based on the power of the command-line.
To learn macros, you need to learn the grandMA2's commandline-syntax.
The first step to learn grandMA2 commandline-syntax is to always have a Commandline Response Window visible on one of your screens:
Most of your action on the console will result in an entry in this window, and will be listed as Processed, Realtime or Macro:
You do not have to worry about these 3 different classifications for now. This indicates the source of the processed command, Realtime means that the command originated from your pushing executorbuttons and has been processed with a high priority, while Macro means that the command is originating from a direct hardkey, macro or cue-link etc and not via the normal user-input commandline, - which is indicated with Processed.
The encoders change to pan & tilt, and we see that the console has processed the following command:
So lets create a macro that does exactly this.
We now have a Macro called "Position", that will call the Pan&Tilt Encoders, and we may assign it to an Executor, view or User-keys for easy hardkey access:
You have now created your first basic macro. The following pages will learn you more about how to create complex macros.
A macro-button has several ways to interact with your command-line.
Lets say we have a Macro 5, with the command-line text "Highlight". Pressing this Macro, the following are processed by the console:
- the result is that Highlight is enabled/disabled, as expected.
But opposed to the normal Highlight Hardkey, you cannot operate this button without destroying what you currently are entering in the command-line. This is because the press of the Macro-button is interacting with your command-line - the macro is called via your normal command-line-input.
Open the Macro Editor, and disable the CLI option (X6) for Macro 5, close editor. Then try to press the macro-button again:
The push of your macro-button is now processed directly. You can operate it and turn Highlight on and off at any time, even if you are in the middle of entering some other commands.
So let us try to Edit the macro again by pressing Edit and the macro-button.
It is not possible anymore! Even if we have Edit in the commandline, pressing the macro just turns Highlight On and Off.
When we disabled CLI, we told the console that this macro-button should not interact with our commandline, so it does not react to our Edit Command either.
Don't' worry, the disabled CLI only applies to buttons in the pool, and when the Macro is assigned to an Executor or View-button. By using the commanline we can still tell the console that we want to edit this macro, via the Macro keyword, and the ID of the Macro.
Enter Edit Macro 5 in the command-line, followed by Please, to open the Editor when CLI is disabled.
Lets say we have a Macro 3, with the commandline text "Fixture 15". Pressing this Macro, the following are processed by the console:
- the result is that Fixture 15 gets selected, as expected.
What if we want to do something else with Fixture 15, than selecting it? can the Macro we made be used for this as well?
e.g. The syntax Edit Fixture 15 usually gives the dialog for changing patch and default-values for Fixture 15, so as our macro basically does "Fixture 15", how can we use the macro to get the dialog to patch Fixture 15?
Pressing , then the Macro button, we are editing Macro 5, not editing Fixture 15.
To be able to interact with the content of the macro, we need first to disable the macro-button's own CommmandLine Interaction (CLI), as in previous example, then we need to make sure that the macro-text "Fixture 15" is appended to whatever is in the Command-line. Appending a macro-line to the users existing commandline is done by starting the macroline with the @-sign:
You may also use the @-sign at the end of the macro-line, to indicates that the macro shall wait for the user to append some more text, before the line is processed.
By adding the @-sign both in the beginning and at the end, a singleline macro is effectively just putting text into the commandline.
Variables may be used to store phrases of text, for later reuse by commandline and macros, similar to what Presets are for Attributes.
Variables are defined via the SetVar keyword and the dollar-sign:
SetVar $nameofvariable="content of variable"
Whenever the variable is later referenced in the commandline, the variable is replaced by its content.
If only one chaser needs to be triggered, this simple syntax usually does the job.
By using variables, triggering of multiple chaser may be easily managed:
| Your console will only process valid commands. If none of the Executors exist, the console will not bother to process the command, and you will not see this last line |
With the keyword ListVar and ListUserVar, the Commandline Response Window will list current variables and their content.
Sometimes you may want to create a macro that collects data from the user while running.
As we learned in the CLI part of this tutorial, you may use the @-sign to combine macro-lines with user-interaction. The @ approach is convenient when the user knows how the macro works and don't want to be bothered by popups, but if one were to create a more wizzard-like macro, using popup-dialogs enables guided interaction.
Popups are created by the use of parantheses - round brackets :
The text inside the parantheses are used as text prompted to the user, while the response entered by the user will replace the parantheses and the prompting text.
SetVar $universe=("Which Universe?")
SetVar $address=("Which Address?")
Assign Dmx $universe .$address At Selection
| In the third line, please notice the space after $universe, and no space between dot and $address |
Running this macro the console first promts for universe:
then for Address:
Processed, our macro looks like this:
DMX channel 401 of Universe 1 is added to the patch of the currently selected fixture.
| When you are using popups to assign text to variables, you should use qoutes inside the parantheses: ("What is your name?") but when using popups for commands and numbers, do not use quotes inside the parantheses: Goto Cue (where should i go) |
In some situation you may want to only process a command, if the user has answered something specific in a popup, or if a variable is set to a specific value.
The grandMA2 supports simple conditional expressions, which must resolve to "True" for the following commandline to be executed.
SetVar $answer=("really delete all groups? yes/no")
[$answer=="yes"] Delete Group Thru
Conditional expressions are recognized by Square Brackets, and accept the following logical operators:
| The two arguments a and b are not compared as numbers, but as text-strings, character by character, e.g. "61" is considered to be greater than "599", as 6 is larger than 5. |
As you may have noticed within the Macro-editor, in addition to the command-text field, there is also a time-field for each macro line.
By default the macro will proceed immediately and start processing the next line, however this "Follow" may be changed to either a Wait-time in seconds, or a trigger to pause and wait for next Go, before the macro proceeds with next line.
Wrong timing is the major pitfall when creating complex macros. The console is multi-tasking so when a command immediately follows another, the second command will start processing, even if the previous has not yet finished processing.
If a macro-line depends on an earlier line, to be processed correctly, you may need to add a wait-time, to prevent the next command to follow immediately and be processed too early.
Let's create a Macro that Parks Channel 10 at 50%:
Channel 10 At 50
Park Channel 10
With the default "Follow" trigger, this macro does not work. Setting channel 10 to 50% takes some time, and our macro Parks the channel before the first line has been fully processed.
Giving the first line 50 millisecond to be processed, before proceeding to the next line, solves the problem in this case:
When creating complex macros it is wise to start with a timing of i.e. 100 milliseconds per line, unless you are sure that the lines that do not rely on previous lines to be fully processed.
| Necessary processing-time is not fixed. You may experience that a timing that worked when in Standalone is not enough in a session with multiple stations and NPU's |
If you have created a nice macro you would probably want to use it in other showfiles.
The current solution for this is to Export the Macro, then Import the Macro after loading the other showfile.
will create an xml-file labeled "Nice_macro" containing your macro, in the Macro-directory of your console.
to Import macros you need to change your commandline destination to macros:
then import the file with the following syntax
Macro(s) in the file "Nice_macro" will be imported and added after the last of your exising macros.
To list the files in your Macro-library, the current keyword is ListMacroLibrary
Export and Import applies to the currently Selected Drive. To i.e. Export to USB-stick, enter SelectDrive to find the drive-ID of your Stick, then select the drive with the syntax SelectDrive [ID].
| Remember to change destination to root with CD / when you are finished |
| Import/Export currently do not support preservation of Macro ID. macros are imported after your last used Macro ID, in other words if you last current macro is Macro 245, the imported macros will become Macro 246 and upwards |
FixtureTypes are definitions used by the console to generate Fixtures in Patch & Fixture Schedule. Even though the grandMA2 comes with an extensive FixtureType Library, you might want to create your own or edit an existing type.
In this tutorial we are going to make a FixtureType for the Clay Paky Golden Scan 4.
The first thing to do, is to get hold of the manual with DMX-specifications of this fixture from the manufacturer
Then we enter
| If your showfile is empty, you will be prompted with two popups, - cancel these by pressing the "X" in the upper right corner. |
Continue by pressing the softkeys , then , to create a new one.
The next to do is to populate the empty fields, and describe our fixture (longName, ShortName etc)
We leave ModelScale at 1, and ModelKey empty, and press the softkey , to open the FixtureType Editor.
Our next task is to examine the spec of the GoldenScans functions:
Press , and in the popup-dialog select . Your editor should now look like this:
Repeat Add & Select with the following attributes:
Do not add the two last Functions listed by Clay Paky, Pan Fine and Tilt fine. At this stage we shall only enter primary function (coarse channels).
Our next task is to Edit the Coarse and Fine column, and enter the DMX-channel for each function according to the first column in the Clay Paky List. When finished, your editor should look like this:
The next step is to add default-values for each function. By default, the range of each function is 0 - 100%, so we enter the defaults as a percentage value.
Examining the manual, I find that I should change the default from zero for the following functions
At the same go, we also adjust the Highlight-values. Highlight values is personal preferences, basically I want the fixture to be Open White, but don't affect i.e gobo so I choose my Highlight values to be:
We have now created a very basic GoldenScan4, with the minimum data needed, to control this fixture, so we should now close the editor, connect the fixture to the console, patch and test that the each function work.
If you do not have the fixture available, you may patch and look at the DMX Sheet window to check that your encoders controls the correct DMX-channels.
The next sections will show you how to add data that enables vizulisation in StageView/grandMA 3d, real-value-readout in fixturesheet, and shortcut-buttons in the SmartWindow and Attribute-calculator.
We will go through steps that introduce you to the most common effect functions.
But before doing a lot of programming, we need to have a look at the theory behind the effects.
Effects run in an cycle. The 'Form' dictates how an attribute moves from 'value 1' to 'value 2'.
A form could be a sine curve:
The bottom part of the form is 'value 1'. The top part is 'Value 2'. That clearly displays the transition between the two values.
The speed of the effect is controlled by the 'Rate'. Rate is defined in Hertz. A cycle running in 1 Hertz uses 1 second to complete the cycle. If you change it to 2 Hertz then the cycle only takes half a second.
If you need to spread out a group of fixtures to begin different places in the cycle you need to use 'Phase'. Phase is described as a number between 0 and 360. Think of it as a circle, and the numbers as a number of degrees on that circle.
What you normally do is create a line in the effect. This line refers to a single attribute (could be 'Dimmer', 'Pan', 'CM1', etc.). Then you define the form that should be used. Define the rate and the 'Value 1' and 'Value 2'.
And this is basically what you need for an effect.
Then you can make your effects more interesting by adding different values in the phase.
Some forms can also use parameters like 'Width', 'Attack' and 'Decay'.
'Width' controls how much the form should occupy the cycle. A 'Width' of 100% makes the form take up all the cycle. If the 'Width' is only 50% then the form only occupies the first half of the cycle.
'Attack' And 'Decay' is used to "fade" values in forms that doesn't normally fade (Random, PWM (Pulse Width Modulator) and Chase).
In the following tutorials we will look at:
You will get the best result if you follow the steps precisely. You can always save your show, play around, and then return to your saved show.
Go to the next page for setting up a new show with some fixtures.
For the different effect tutorials we need a new empty show, that doesn't have any leftovers (default setting and user settings) from previous shows.
I will not go into details of how to do this (it's outside the scope if this tutorial).
Create a completely new show.
Name it "Tutorial Effects" followed by your name.
Create 10 "Mac 700 Profile Extended"from Martin Lighting.
Place then in one line, 5 meters above the floor facing down. They need to have approx. 1 meter between them. Ca. in the middle of the room. They need to be hanged so fixture 1 is at the stage right and they all follow in number, ending with fixture 10 at the stage left.
Create views that gives you a fixture sheet, color presets and an Effect pool.
And also a view with the "Stage" window.
That's it. Now you are ready to go to the next tutorial page.
You should have a new show for this tutorial. On the previous page we went through what we need for these tutorials.
When working with effects in the programmer there are some elements that are vital for controlling what is going on.
In the fixture sheet you need to turn on the "Layer Control bar". In this bar you'll find some buttons that look like this:
These six buttons allows you to control what part of the effect you are controlling.
We are also going to use the "Encoder Toolbar". It's the one above the encoders (on screen two):
This is used to control what parameters we are working with and assign values to the parameters.
We are going to build an effect that moves the fixtures in a figure of 8 (head pointing down). It's going to be a slow nice movement.
Select all your fixtures by any means you like. I prefer using the keys ( ). It's important for this tutorial that you select them in the correct order, starting with 1 and finishing with 10.
Using the "Layer Control Bar" select the button called 'Effect Form'. Then select 'Position' in the "Encoder Toolbar".
Now press the 'Pan' encoder and select 'Cos' in the calculator pop-up. For the 'Tilt' attribute you need to select the 'Sin' curve.
Now we have selected how the pan and tilt attributes should move.
Now select 'Effect Rate' in the "Layer Control Bar".
We need the effect cycle to be quite slow. Press the 'Pan' encoder again an type a value of "0.25" followed by an 'Please'. Again do the same for 'Tilt'.
This gives us a effect cycle of 4 seconds.
Now we need to create a beginnig value and a end value. First select 'Effect Value1'. An give the 'Pan' attributes a value of "-30".
The 'Tilt' needs to have a value 1 of "-20".
Select 'Effect Value2' and give 'Pan' a value of "30". And 'Tilt' need to be "20".
Now the fixtures are moving. But for us to see that in the "Stage" window, you need to turn them on. Do this by pressing the key twice.
This dimmer value won't be stored when we store the effect.
Now you can see all the light move in the same cycle.
Let's make the fixtures begin at different places in the effect cycle.
Select 'Effect Phase' and give both 'Pan' and 'Tilt' a value of "0 thru 360".
This spreads out the fixture in the entire cycle.
This is basically all we need for our effect.
Let's store what we got. Write this in the command line:
Followed by a .
Now let's check that it worked.
Clear you programmer. Press the effect pool button twice and the turn the fixture on.
Now everything should be moving as before.
On the next page we are going to create an effect using the effect editor pop-up.
The effect we are going to make is an random dimmer chase that snaps to 100% and then fades back to 0%.
If you haven't done the previous effects tutorial I'll strongly urge you to do so.
First you need to select all your fixtures in a random order. This will make the chase look random.
Now press the key followed by the second effect pool button.
This gives you the Effect Editor pop-up. This is currently empty:
To make an effect you need to add an effect line with the 'Dim' attribute.
Press the "Add" button and then press the "+" next to 'Dimmer' and 'Dimmer' and then select 'Dim'.
This gives us the effect line we need. The easy way to edit this is by pressing the 'Edit Effect Line'. This is what it looks like:
Now we need to make some changes to the effect.
You need to select the 'PWM' Form.
The rate is a bit fast. Lets change that to "0.5".
Since we want the effect to go from 0% to 100%, that needs to be our two values.
We want the fixtures to be spread out on the entire cycle the phase need to have a 'from' value of "0" and 'to' value of "360".
The standard 'width' is 50% but if we look at the symbol representation of the form in the lower right corner and remember what I told you about value 1 and value 2 being the bottom and top part of the form, we can see that both value 1 and value 2 have equal representation in the form.
We would like it to be more dark than bright. So moving the 'Width' fader down to "15%" gives us about 2 fixtures on at the same time.
Now all we need is to make it fade out. This is done by turning the 'Decay' up to "100%"
That's it! we have now created an effect using the windows.
And since we started by editing an (empty) effect all our changes are automatically stored (or actually updated) in the effect.
But we should label it. Press twice followed by effect pool button number 2. Label it "Dim Effect".
Next we are going to take a look at using presets in effects.
If you haven't done the previous effects tutorials I'll strongly urge you to do so.
Before we begin making this tutorial, you need to make two different color presets using the CMY attributes. It's very important that you make Color presets and not All presets.
I made an Orange presets and named it "Orange", I know - it's the logic choice:-). And a blue preset - guess what I called that one (yes - "Blue" is the correct answer).
We have gone through many of the elements we need for making this effect. The new thing is that instead of using a definite 'Value 1' and 'Value 2' we are going to reference to presets..
This means that to change colors, you don't need to change the effect - you can simply change the presets. Ergo: business as usual with presets.
Select all your fixture and then press the key followed by the third effect pool button. We are going to use the windows to build this effect.
You need to add three lines that contain 'CM1', 'CM2' and 'CM3' (one each).
Select the first line and press the 'Edit Effect Line' button (or the key).
Now notice that there are some buttons in the bottom part of the window.
'Take Selection' and 'Show Selection' deals with taking a new selection for the effect line or selecting the fixtures that the line refer to.
'Reverse' changes the running direction of the effect. 'Bounce' runs the effect forward the first time it cycles, then it changes to the reverse direction. When completing the cycle backwards, it returns to forward running mode, and so on...
'Absolute' refers to how the values are applied. This key toggles between 3 modes, 'Absolte', 'Relative' and 'Transparent'. When it's 'Absolute', the values you have in 'Value 1' and 'Value 2' are absolute values. The effect will use those values only. If you change to 'Relative', it will use those values as a reference according to its current location. E.g. if a 'Dim' attribute has a 'Value 1' of "10" and a 'Value 2' of "50" and mode is 'Absolute'. Then the effect will cycle between 10% and 50% no matter what dimmer value the fixtures was assigned. If mode is 'Relative', then the cycle between 10% and 50% will use the actual value in the Value layer as a base, and Value1 and Value2 will be put on top.. E.g. setting the value of the dimmer to 25%, the cycle of 10% to 50% will result in an output of 35% to 75%. The last mode 'Transparent' is similar to 'Relative', it uses a base and are applied relativly, however when you store a Transparent Effect to a cue, the basevalue (value-layer) is made transparent, enabling you to have an effect relative to a basevalue coming from other executors.
The last three buttons deals with 'Value 1', 'Value 2' and 'Width'. These buttons toggle between 'Single', 'Fan' and 'Preset' (not for width).
So far we have been using 'Single'. 'Fan' is used if you want to spread, or fan, the beginning value between the group of fixtures.
'Presets' is the one we are going to use now. Press 'Value 1' and 'Value 2' until they have the preset option. Now press where the value 1 fader use to be. This should bring up the calculator with an extra option of the two color presets. Select the first color preset (mine was the "Orange" one). Press where value 2 had a fader, and select the second preset.
Now we could do that for the next two lines, but there's a faster way to assign values to several lines at the same time.
Press 'Edit Effect' in the upper right corner (or the key). This brings us back to the effect editor. Here we can edit all the 'Value 1' in all the lines at one time. Press and then press, drag and release over all the 'Value 1'. This brings up the Calculator with our two choices. Now you can select the first preset. Do the same for 'Value 2' (but use the second preset).
Ok - now we just need to make sure the rest is what it should be.
This is for all the lines. The 'Form' should be "Sin", 'Rate' should be "1", 'Phase From' should be "0", 'Phase To' needs to be "360" and 'Width' should be "100". Now you can close all the editors and name your effect "Color Effect".
And that's it! Test it by clearing your programmer. Then press the effect twice and turn on the lights:
The image above displays my result. There is a magenta color in the transition between the orange and blue. But that's what happens when you fade between the two colors. Choosing other forms allows you to "snap" between the two colors.
If you now change the color in the presets, the effect will use the new color.
In the next effect tutorial, we are going to edit this effect using the command line.
I would strongly suggest that you make the previous effect tutorials before this one. I'm going to relate to things that we previously did.
You might have noticed that the effect we have made so far, has a little red "S" in the effect pool button. This is because the effect is "selective". Just like selective presets, this means that only a specific group of fixtures can use this effect.
Again just like preset, you can create "universal" (or generic) effects.
Let's try this. Let's take one that we already made an make it universal. Copy the first effect (the move effect) to effect pool button number 4 ( ).
Clear your programmer, and edit the new effect.
Select the two lines and press the 'Take Selection' button (the key). Now notice that the 'QTY' column (quantity in the right side) in each line now reads "0". Now it's a universal effect that can be assign to any fixture that has 'Pan' and 'Tilt' attributes.
Let's make one more improvement to the effect. Press 'Edit Effect line' and turn on 'Relative' for both effect lines. Now the movement will be around the current position of the moving light.
This is a good universal effect that can be assigned to all moving lights.
Now is a good time to tell you about generic values and individual overwrites. When you store effects with fixtures, in cues or in effect "presets". You have the option to change values for some fixtures only.
When ever there's a values stored that doesn't follow the generic rules, this value will be highlighted or marked in some way.
In a tracking sheet this might be marked with a brighter color:
In the Effect Editor it might be a red background color:
This is alot like individual times in cues.
On the next page we are going to make some changes to our effects using the command line.
Now we are going to change the rate of the color effect using the command line.
If you haven't done the previous effects tutorials, I'll strongly urge you to do so.
You need to have a Command Line window so you can see what you are going.
The two keyword for this tutorial is 'List' and 'CD'.
'List' is used to display show data. 'CD' is "Change Directory" - it's used to navigate the layers of the console.
Please follow the links at the bottom for more details about these commands.
Every input line displayed in the following tutorial is followed by an to execute the command.
We need to navigate to the effects. We do that using the 'List' keyword
This will give a list of all the elements in the console. Find the one called "Effect". It's has the number 17. With this knowledge we can navigate to the effects:
Now we should use the 'List' again to see what options we now have:
This only displays one option. All effect are organised in the global effect pool. It's the only effects pool, so it has number 1. Let's go into that one:
Let's check what new option we have here:
Now we get a list of your three effects. The number in the parentheses are the number of lines each effect uses:
Our goal is to change the rate of the color effect. So we need to go into the third effect:
A new 'list' revials a lot more:
What you now see is all the lines in the effect (in each row) and all the elements in the lines (the columns). Those with a green headline (like 'Rate') can be changed. Those with a red color can't be changed. Then you need to delete them and store them again.
Now let's change the 'Rate' in the first line:
You can do another 'list' to check that it changed the rate. Now do the two other lines:
That's it. Now all three line have a rate at 1.5 Hz.
Return to the "root" of the console by typing "cd /" in the command line.
In the next tutorial we are going to have a look at using macros to edit our effects.
It's important that you have followed all the previous steps in the previous effect tutorials. If you haven't done that, then I strongly urge you to do so.
We are going to use some command elements that's outside the scope of this tutorial. If you want to learn more about making macros, please complete the Macro tutorial.
We almost have all the windows we need. The one thing you should add is the macro pool.
Press and then the first Macro pool button.
Press Add (the key). We are going to create a variable called "newRate". This variable will hold the new rate time. The first thing our macro should do is to ask us what rate we want, and store it in the variable.
In the 'Text' cell of the macro write this:
SetVar $newRate = ("What rate do you want?")
Add a new line to you macro. We are now going to navigate to the effect. We leant how to do this in the previous tutorial page. In the macro line type this:
cd 17.1.3
That takes us directly to the color effect. Now we can use the variable to assign the new rate to the lines.
Add a new line in the macro and write this:
assign 1 t 3 /rate=$newRate
Now all we need is to return to the root. Add line to the macro, and type this:
cd /
The macro is done. It should look like this:
Close the editor. And give your macro the name: "New Rate for Colors".
And we are done. Make your color effect run and then test your new macro.
There's only one page left. Here we are going to take a look at different ways the effects can be run and controlled.
In this last effect tutorial we will look at some of the ways to use effects. Not really a tutorial, but more a short explanation.
You can run effects directly in your programmer. This can be useful in one-offs or any situation where you can improvise and there's room to play.
In grandMA series 1 you could use modulators to create effects directly in a cue.
When we made an effect in the programmer we stored it in an effect pool button - but we could have stored it directly in a cue (or updated an active cue).
Values will then fade using the fade times in the cue. You can also change any values from cue to cue.
Effects you have stored in the effect pool, work as effect "presets". You can call these effects and store them in cues. If you then change the effect your changes will be used in the cue.
You can assign an effect to an executor. Simply by pressing and then an executor button.
There are three special options for effect executors: 'Off On Overwritten', 'Speed (scale)' and 'Speed (group)'.
You may change these options by opening the Assign-menu for the Executor, press , then the Exec-button, and select Options on the right hand side.
'Off On Overwritten' turns the effect off if it's completely overwritten by new values.
'Speed (scale)' is used to multiply or divide the overall speed of the entire effect. Specially used with speed groups.
'Speed (group)' is 'individual' as a standard. This means that the rate stored in the effect is the ones used. You can use this button to assign the effect executor to an speed group (there are 8 possible speed groups). Try pressing here and select 'Speed Group 1'. Then assign an speed group master to an executor. Then run your effect and turn the speed master up and down.
The effect engine in the grandMA2 has introduced some big changes. The possibility to use presets directly in the effect is a major advantage. Coming from the grandMA series 1, you will notice that the modulators has disappeared. But the new changes to the effect generator allows you to make the same effects in a more streamlined method.
MoveInBlack is a function which in a tracking sequence will look ahead and preposition attributes of fixtures that are fading in from zero, to automatically prevent "ugly" transitions where you would normally see the fixture move the attributes into position, while the fixture is fading in.
MIB is enabled on a cue-per-cue basis (actually per cue-part), by giving the MIB-property of the cue-part a value which tells the console when it should do the prepositioning.
If Cue 91 is given a MIB-value of "-5", the console will as soon as possible from Cue 86 and forward try to preposition fixtures for Cue 91. (91 minus 5 equals 86 -> Cue 86)
The actual prepositioning of each attribute will not necessarily take place in the cue indicated by the MIB-value. "as soon as possible" means that for each attribute, the prepositioning will be put "on hold" if any of the scenarios below is present.
In the Sequence Executor Sheet you will find the MIB-column, where you may edit the MIB-value via normal right-click/encoder-click and enter the value.
An asterisk "*" indicates that a Cue is capable of MIB, but no MIB-value is given, while a MIB-value in red indicates that a MIB-value is given, but the cue is not capable to MIB.
- "MIB-capability" here defined as a cue with one or more fixtures with dimmer-value above zero, and previous state of dimmer-value not above zero (=fixture is fading up) - and one or more other additional attributes (= something to preposition)
MIB is a property of Cue Parts, and its value may be assigned with standard syntax:
A useful MIB-macro could go something like this:
Assign Cue /mib=off
SetVar $mibvalue=("Please enter MIB")
AssignCue /mib=$mibvalue
Pressing the Macro and Please, will disable MIB for the current cue, while presing the Macro, then a number followed by Please, will set the MIB-value for current cue.
MIB Delay is the time to wait from a fixture have faded out until it starts to MIB, while MIB fade is the actual time used to prepositioning.
Increasing MIB Delay may be useful for fixtures with slow dimmer or afterglow. Increasing MIB Fade may be useful for noisy fixtures, or if the movement of the fixturebody is visually disturbing for the audience
In addition to the general MIB-timing found under Setup>Show>Playbacktiming, it is also possible via the fixturetype Editor to set individual MIB delay per Fixturetype, and individual MIB fade per attribute per Fixturetype.
When MIB Fade is active (fixtures are moving to preposition), the Executor key backlighting will blink slowly
Attributes which have MIB'ed will be displayed in the ExecutorID and SequenceID layer of the Fixture Sheet with a slightly paler shade of the usual backgroundcolor (green for selected Executor, yellow for others), to indicate that the source of the value is from a future cue.
When using MIB, the desk is not only tracking values from earlier cues, it is also tracking forward and outputting values from future, non-executed cues. This is sort-of "Back to the Future", with dilemmas you find in time-travel-theory.
e.g
As we don't want to see the scroll to blue in cue 10, we mark this cue as MIB early.
now let's say we're in cue 5 and want to make some changes...
Next time we play back the sequence, cue 5 does not look the same ?
- last time we played back the sequence, fixture one was blue because it had prepositioned to cue 10, however as it is now used in cue 5 it cannot preposition until after cue 6, - and will stay red.
These issues may be minimized by not prepositioning too early, and by activating MIB Never in the Executor Assign-menu if you are to make major changes to your cues.
In a tracking sequence, the content of a cue represent the changes happening in that cue. Any unchanged values will track from earlier cues, and the state - the actual look - of the cue is a combination of what has happened earlier and what is happening in the cue. This tracking philosophy works similar to how the staging, set-design and any props may be handled.
Cue 1: Place sofa on stage left.
Cue 2: Actor1 enters from rear.
Cue 3: Actor2 enters from left and gets seated
Cue 4: Actor1 exits stage right
Even though Cue 3 only tells us that Actor2 will be in the sofa, when we are in Cue 3, we also have the sofa and Actor1 on stage. Unless we take out the sofa, it will stay on stage....
In some scenarios, you may want this tracking behaviour to stop. When starting the second act, you don't want any additional props added to first act to stay on the stage, just because you didn't tell the stage-crew to carry these out when you originally created the look of the first cue of second act. - You want this tracking behaviour to Break.
The Break mode of a cue will make sure that any later addition or changes in earlier cues is reverted back to its original state in the break-cue, similar to how a Cue-Only store would work for the next cue.
| A Break is indicated in both Sequence Executor and Sequence Tracking sheet with a white line above the cue |
By default when calling a cue with a normal "Go", only the content of the cue is called, not the tracking state. If you are only using one executor/playback this behaviour is irrelevant, however if you have other executors that have overwritten your state, you might in some scenarios want that calling the cue also calls the tracking state. this may be achieved with then cue-mode Assert. Assert will call the state of your sequence, by using the original timing, and not affect any ongoing fades, (e.g. a 30 minutes sunset still on it's way out).
In other scenarios you might want to re-establish state, and assert the sequence, but terminate any ongoing fades. The cue-mode X-Assert will crossfade to the current state - with the timing of the current cue. This may be used i.e. if you want to make sure that your zero second Blackout Cue is cutting to black, even if you have to run the cue earlier than usual and the sunset has not yet finished.
The mode property of a cue may be accessed with normal syntax for changing object-properties:
Assign [cue] /mode=[mode]
Example:
Assign Cue 3/mode=x-break
| Update "original content" currently do not support and obey Breaks if original content is tracking from an earlier break. |
| Tracking Sheet edits currently do not support and obey Breaks |
The first (Setup Show) is a generic tutorial, setting up the basics show for all the other Bitmap Tutorials.
The first thing you need to do is to create a new show.
I made one called "BitmapEffectTutorial" and made sure all the boxes are checked.
Then you need to go to .
Here you need to patch 300 "generic@led+virtual_dimmer@.xml". Give them channel and fixture ID "1". Patch them where you like.
Create a 'Stage Window'. Select all the LED fixtures and press the "Setup" button in the 'Stage Window'.
We need to rotate the LED's so they face the audience.
Press the 'Location 1 of 2' button until it changes to 'Rotation 2 of 2'. Now we can rotate the LED's.
Set the 'X' value to "-90". That rotates the LED's. Now would be a good time to turn the LED's dimmer value at full. Then there should be a white square facing the camera.
Next we are going to set them up in a matrix.
Begin by moving all the fixtures. Press the 'Rotation 2 of 2' button so it changes to 'Location 1 of 2'.
Then set your 'X' value to "-7", 'Y' value to "3" and the 'Z' value to "4.5".
Press the 'Wizard' button and in the Wizard pop-up select the 'Matrix2D' tab.
Make sure you set the options like this:
Every setting here is important. Make sure you have the exact setting as above.
Then press the 'Apply & Close' button.
This is actually all we need to setup the show.
Your stage view should look like this:
Turn of the 'Setup' button in the stage view, clear your programmer and move on to the next page.
We are going to create a color bitmap effect. This means that the effect is affecting the color attributes of the fixtures.
This also means that it doesn't affect the dimmer attribute. So we need to make some preparations.
First we need to turn on the dimmer so we can see the color values change (when the bitmap effect is running).
Select all your LED's and turn them at full. .
Store this in a new sequence on executor fader 1. .
Now make sure the fader is at 100 and the sequence is on.
Without clearing the programmer we need to create the basis of the bitmap effect. Press . Pressing the 'Effect' key twice gives you the 'Bitmap' keyword.
When you create(store) a Bitmap Effect it's important to have a selection with the fixtures you want affected by the bitmap effect. This stores the fixtures in the Bitmap Effect.
To run the Bitmap Effect you need to assign it to an Executor: .
This also gives you access to the best Bitmap Effect Editor.
Now we are going to edit the Bitmap Effect so it looks like we want it. But first it might be a good idea to activate the Bitmap Effect so we immediately can see the changes we do. Make sure the fader is at full an press the "Go" executor button.
Nothing happens because the Bitmap Effect is almost empty.
We need the Bitmap Effect Editor. Press . This gives us the editor on screen 1.
The first thing we can edit here is the name of the Bitmap Effect. Press the green area next to 'Name'. Now enter: Rainbow Scroll.
Then we need a picture source. Press the empty green area next to 'File'. This opens the Browser pop-up. Press the 'Folder Up' icon
and navigate through and select the file called "059900CS-0168".
The 'Mode' should be "Color". 'ScaleMode' doesn't matter in this tutorial since we are going to set the Size to the original picture.
The 'Size X' and 'Size Y' should both be "128". It doesn't matter for this tutorial if the 'Tile' is on or off.
In the small stage window on the right side you should zoom out and move the view so you just can see all the LED's. It should look like this:
Right now the bitmap effect is boring. It just displays a picture. Our goal here is to make something that works like an animation wheel in an normal fixture. Let's begin by making it rotate.
Press the 'Tools' tab followed by the 'Toggle Function' button and then the 'Rotate Right' button. Now we have a rotating effect. But we would like it to scroll, so we need to tweak the scale and offset the image.
Press the 'Modulator Fader' tab.
Here we can change a lot of values. Let's begin with the 'Scale'. This is the second set of faders in the top row. We want the scale to be smaller on both X and Y. This is easily achieved by pressing the second 'Single' button on the bottom until it says 'Both'. This will make both the X and Y value change together.
Move the 'Scale X' fader until it has a value close to "5". You might need to release the fader and move it again to reach "5".
Now we need to decide what direction we want it to move. It's all done by offsetting the rotating picture.
If you want it to scroll from left to right your need to set the 'Offset Y' to something like "1.75".
If you want it to scroll from right to left your need to set the 'Offset Y' to something like "-1.75".
If you want it to scroll from top to bottom your need to set the 'Offset X' to something like "-1.4".
If you want it to scroll from bottom to top your need to set the 'Offset X' to something like "1.4".
You can also combine any of the two making it in an angle.
It's all up to you. The result should look something like this:
This was the Rainbow Scroll Bitmap Effect tutorial.
We are going to create another color bitmap effect. If you haven't made the Rainbow Scrolling Bitmap Effect, I suggest you go back one page and make it.
If you have done this already, just skip this step.
If this is the first Bitmap Effect tutorial you make, you need to turn on the dimmer so you can see the color values change (when the Bitmap Effect is running).
Select all your LED's and turn them at full. .
Store this in a new sequence on executor fader 1. .
Now make sure the fader is at 100 and the sequence is on.
Make sure you have all the LED's selected. Press . Pressing the 'Effect' key twice gives you the 'Bitmap' keyword.
When you create(store) a Bitmap Effect it's important to have a selection with the fixtures you want affected by the bitmap effect. This stores the fixtures in the Bitmap Effect.
To run the Bitmap Effect you need to assign it to an Executor: .
This also gives you access to the best Bitmap Effect Editor.
Now we are going to edit the Bitmap Effect so it looks like we want it. But first it might be a good idea to activate the Bitmap Effect so we immediately can see the changes we do. Make sure the fader is at full an press the "Go" executor button.
Nothing happens because the Bitmap Effect is almost empty.
We need the Bitmap Effect Editor. Press . This gives us the editor on screen 1.
The first thing we can edit here is the name of the Bitmap Effect. Press the green area next to 'Name'. Now enter: Rotating Spiral.
Then we need a picture source. Press the empty green area next to 'File'. This opens the Browser pop-up. Press the 'Folder Up' icon
and navigate through and select the file called "059900CS-0163".
The 'Mode' should be "Color". 'ScaleMode' doesn't matter in this tutorial since we are going to set the Size to the original picture.
The 'Size X' and 'Size Y' should both be "128". It doesn't matter for this tutorial if the 'Tile' is on or off.
In the small stage window on the right side you should zoom out and move the view so you just can see all the LED's. It should look like this:
Right now the bitmap effect is boring. It just displays a picture. Our goal here is to make a rotating picture that full the entire LED "screen". Let's begin by making it rotate.
Press the 'Tools' tab followed by the 'Toggle Function' button and then the 'Rotate Left' button. Now we have a rotating effect. And all we need is to scale it.
Press the 'Modulator Fader' tab.
Here we can change a lot of values. We are just going to use the 'Scale'. This is the second set of faders in the top row.
We want the picture to fill all the LED's, so the picture needs to be bigger.
This is easily achieved by pressing the second 'Single' button on the bottom until it says 'Both'. This will make both the X and Y value change together.
Move the 'Scale X' fader until it has a value of "1.5". You might need to release the fader and move it again to reach "1.5".
The result should look something like this:
This was the Rotating Spiral Bitmap Effect tutorial.
MAtricks is a collection of tools working on your current Selection. The most basic tricks are Next and Previous, which will step through your current selection one by one, in the order they were selected.
You may temporary enable/disable the matrick with the key:
or reselect your original selection with the All keyword, accessible via hardkeys by pressing simultaneously and
&
With a basic selection, all fixtures are in one row, based on the selection-order
With the function MatricksInterleave, the selection is wrapped onto a new row for every n'th fixture, creating a virtual array
& (reselect All columns)
With the use of the modifier key you may step through the array row by row rather than column by column
&
&
And reselect all rows with:
&& (reselect All rows)
These tricks may also be combined:
(third column) && (second row)
The Interleave value (array-width) may be modified with the key in conjunction with and to increase, decrease or reset interleave:
& (MatricksInterleave +, increase array-width)
&& (MatricksInterleave Off)
Stepping through a Selection with Next will normally give you single fixtures ( or columns of fixtures, if interleave is active):
With the function MatricksBlocks, x adjecent fixtures/columns are treated as one block:
You may adjust the block-width with & in conjunction with and
&& (MatricksBlocks -, decrease blockwidth)
Stepping through a Selection with Next will normally give you single fixtures:
With the function MatricksWings, the selection is splitted in x parts, and each part is mirroring the previous part:
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With MatricksGroups the distribution of aligned values may be limited to x fixtures, for then to be repeated:
If you are aligning without grouping on an an array created with MatricksInterleave
the values are distributed from upper-left to bottom right.
With an interleave array active, the grouping may be given with dot-separated digits to give different values for the x and y axis
Why is this an interesting tutorial?
Well, there are two scenarios that are relevant for DMX input.
At the moment you can't load a grandMA 1 show (or a show from any other manufacturer) into a grandMA 2 console, but if you have two identical patches you can run cues at the "source" console and record them on your grandMA2. You can transfer several DMX universes at the same time.
The other scenario is when you need an input to merge with an existing signal from your grandMA2. This can for several reasons be a more or less permanent situation.
You should know how to do basic setup and programming. If you don't, you should complete the Basic Tutorials before this one (follow the link below).
To complete this tutorial you need a console or an onPC with some grandMA hardware. You'll also need a DMX source.
This page takes you through the steps for setting up a useful show.
The next pages look at DMX recording and merging DMX into a console and a grandMA 2Port Node.
Please go through the "DMX Input tutorial" for setting up for this tutorial.
OK, now it's time to plug in the DMX source, and make sure the grandMA2 is correctly set up for the signal.
When you send any DMX values to the console, you can see the values go to your programmer, and you can store as you would normally do.
| Be aware that when a value has been changed by an external DMX source and this source disappears the value in the programmer goes to the default value! |
When you have stored what you need you should turn of the remote DMX to avoid any unwanted output or values in your programmer. There are predefined macros that turn "On" or "Off" the remote DMX, or you can go to the Setup and turn it of.
You might have a system where you want to merge an incoming DMX signal into your grandMA. This can be a more permanent or a temporary situation.
Please make the DMX Input tutorial to prepare for this one.
OK, now it's time to plug in the DMX source, and make sure the grandMA2 is correctly set up for the signal.
When you send any DMX values to the console, it will merge with the DMX generated by the console. The merge will always be a HTP merge - there's currently no way to change this.
You can only see the incoming signal in a DMX Sheet window.
For conceptual understanding of the console and property-description of each element of the console, please read the Concept and Reference sections.
If you get a rental desk this should be supplied with it.
The goose-neck lights can help illuminate the console in a dark environment.
It's recommended only to use wired keyboards and mouses. The console supports a keyboard with a US key layout.
You need to make a switch that sends between +5 and +15 volts to pin 1 for the console to react to analog input number 1.
Pin 21 ans 22 supplies +5 volts. Pin 25 is a common ground.

| Anything that has changes since the last save will be lost! |

| When lowering the wing, make sure nothing gets caught between the wing and the console, as this area has a potentional risk of hand or finger injurey. |
| Instead of using the motors, you may press and hold & to release the torque and then adjust the angle by hand |
You will normally do this adjustment via the menu, however some of these elements may be adjusted directly via special hardkey combinations, even while the console is Booting:
The following elements has its own shortcut via the numeric keypad:
To perform this task you need to have a MAC or Windows PC (XP or Vista) with StickMAker installed, an empty USB-stick larger than 2Gb, and a keyboard connected to your console.
Additionally you need in advance to backup any data you wish to keep, as this procedure totally overwrites the hard-drive of the console
It's almost never a bad idea to save your show. And with grandMA2, it's so fast that you are not spending time waiting for the console to save.
In a new show there are only the grayed out Administrator and Guest users. These are defaults and can't be deleted or altered.
In a new show there aren't any layers or fixtures and the console guide us through the steps the first time.
on the onPC it just looks like this:
Should you type something wrong you can delete the last pressed key (backspace) with the key. Should you have typed something completely wrong, you can press the key to clear the command line. One thing that could also help you in doing this task is the Commandline Feedback window.
Read the step results to get more info and tips on the steps.
The background of the value ("Open") have changed from blue to dark red. The value text have also changed from gray to red. Theres also a little red marker between the ID number and the value. This means that the value is in the programmer.
| If you are going to assign a value to a selection right after making the selection, you can skip the "Please" in the last example. |
For this task you need to patch some fixtures. I suggest a fixture that have a gobo wheel, color wheel and CMY color mixing and some focus and zoom options. For this task I use the Mac 700 Profile from Martin.
It might also be a good idea to have a visible Fixture Sheet and a Commandline Feedback Window. You should also have a look at the previous page. It gives you a basic understanding of controlling dimmer attributes.
We are going to look at different ways to control the moving light attributes.
There are several ways to control attributes, we are primarily going to use the encoder toolbar and the encoders.
The task is a look at the most common attributes (Pan/Tilt, Gobo, Color, Focus and Zoom). The next tasks takes a detailed look at some of the more special attributes.
Read the step results to get more info and tips on the steps.
| Note: | If you don't have a button called "Gobo" you need to patch a fixture that have gobos. |

| Note: | If you don't have this feature available, you need to patch a fixture that uses CMY color mixing. |
Select a manufacturer and scroll through the colors or use the filter to narrow your selection.
You can always switch between any of the ways to select colors.For this task you need to patch some fixtures with shapers. For this task I use the VL3500 Spot from Vari*Lite.
It might also be a good idea to have a visible Fixture Sheet and a Commandline Feedback Window. You should also have a look at the previous pages. They give you a basic understanding of controlling general attributes.
For details you should have a look at the window description of the Special Dialog. It gives you a complete description of the dialogs.
The task is a look at controlling the shapers attributes in fixtures.
The grandMA2 series introduces a new and intuitive way to control shapers.
| If you only have one green circle, then your fixture can't rotate the entire shaper module. |
and the "Encoder Toolbar":
should appear.
A Normal Preset will apply its values in programmer, while a Highlight Preset will be applied to the Highlight property of your fixture schedule.