• grandMA3 User Manual
    • Introduction
      • About the manual
      • Symbols used in the manual
      • System requirements grandMA3 onPC
      • Installation of grandMA3 onPC
    • Device Overview
      • grandMA3 console
      • grandMA3 replay unit
      • grandMA3 processing units
      • grandMA3 onPC command wing
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    • Worlds and Filters
      • At filter
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    • Cues and Sequences
      • What is tracking
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    • Fixture Types
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  • grandMA3 Quick Manual consoles
  • grandMA3 Quick Manual processing
  • grandMA3 Quick Manual nodes
  • grandMA3 Quick Manual DIN-Rail
  • grandMA3 Quick Manual onPC solutions
  • Release Notes
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Version 1.0

Cues and Sequences

Table of contents of this topic

Fixture values can be stored in Presets or in Cues.

Cues are organized in Sequences.

Executors can control and playback sequences. The sequence is played back from the sequence pool. The executors are handles for the sequence.

 

The sequences are all in the Sequence Pool.

Sequence pool with sequence 1 running cue 3

 

The sequence contains information about the cues and how to transition from one cue to another.

Cues can contain fixture values (sometimes called "hard values") or references to presets. Read the Store Cues topic to learn about making cues.

All cues have a minimum of one step. If there are more than one step, then it is a Phaser. Follow the phaser link to read about multi-step cues.

Cues can have Cue Parts. This means separating cue values into different sub cues. A value can only be in one part of a cue. The parts can have different timing or properties, but parts are connected to the primary (parent) cue. This means that all the parts trigger together with the primary cue.

The cues in a sequence can be seen in a Sequence Sheet. Read more about looking at the sequence in the Look at Cues and Sequences topic.

Sequences have a lot of different settings. Read the Sequence Settings topic for more information.

 

Filters

The sequence can have a world or a filter assigned as an input filter and also as an output filter.

If there is an input filter then there is a small icon () in the top of the pool object. The input filter only allows the data in the world or filter to be stored in the sequence.

If there is an output filter assigned then there is a small icon () in the top of the pool object. Then output filter allows the fixtures and attributes in the world or filter to be played back from the sequence.

See the example image above. Sequence three is called "Audience". It has both an input and output filter assigned. It also has a green Appearance.

Read more about filtering sequences in the Worlds and Filters section.

 

Shared data

Two sequences can be linked and share the cue data. If a sequence share data with another sequence, then it has a small icon () at the top of the pool object. See sequence one and four in the example image above.

Shared data means that the cue content and the cue settings (for example fade times) are the same. Changing one of the two sequences will also change the other sequence. For example, creating cues, change cue content, or deleting cues.

The sequence settings can be different. Different executors can control the different sequences and playback different cues in the two (or more) linked sequences.

This can be useful if during rehearsal a video programmer and a lighting programmer want to work with one sequence, but needs to be able to run different cues. Then relevant input and output filters can be assigned to the two shared sequences. Two different executors can be assigned to control the two linked sequences. Now one sequence can playback and store video data and the other can run and store light data. All in the same sequence. So when the show is ready, then an operator can remove the filters and just playback one sequence with all the data.




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