• grandMA3 User Manual
    • Introduction
      • About the manual
      • Symbols used in the manual
      • System requirements grandMA3 onPC
      • Installation of grandMA3 onPC
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      • grandMA3 console
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    • Worlds and Filters
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    • Cues and Sequences
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  • grandMA3 Quick Manual consoles
  • grandMA3 Quick Manual nodes
  • grandMA3 Quick Manual processing
  • grandMA3 Quick Manual onPC solutions
  • grandMA3 Quick Manual DIN-Rail
  • Release Notes
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Version 1.0

Store Cues

Storing a cue is the default Store action in grandMA3.

This means that if nothing else is defined and you just press Store  Please, then a new cue is stored in the selected sequence.

Or press Store, followed by pressing the executor button where the sequence with the cue should be stored.

If there are active values in the programmer, then they are stored into the cue, but programmer values are not needed to store cues.

Of course, there are more details about storing cues, so please keep reading.

 

Store a New Cue on an Empty Executor

If a cue is stored on an empty executor, then the grandMA3 software automatically stores the cue in a new sequence and assigns this executor to control the sequence using the default settings.

Going back to the second example at the top of this topic: just pressing the Store button and then an executor button on the empty executor is enough. The software assumes the desired action is storing a cue.

This will automatically be cue number 1 - nothing else was specified.

Storing cues obeys Worlds and Filters. This enables control of what is stored. Worlds and filters can also be assigned to the sequence both as an input but also as an output filter - independently of each other. This will function as an input or output filter allowing only the elements in the world to be stored in or played back from the sequence.

 

Store the Second Cue

If the store function is used again on the same sequence - without adding cue number details - then the grandMA3 does not know what should happen and a pop-up appears, giving different choices.

Please choose store mode pop-up with "Create second cue" option

Tapping Create Second Cue will store a cue with the next whole number.

Overwrite and Merge options are explained below. Remove and Release are described in the What is Tracking topic. Cancel does not store anything.

 

Cue Numbers

When a cue is stored, it is possible to specify a cue number. This is done by using the following syntax: Store Cue cue_number. It is also possible to specify a sequence or an executor, using the keys in the command section, while storing:
Store Cue cue_number Sequence sequence_number or
Store Cue cue_number Executor executor_number.

Notice that the cues are stored in the sequence. Using the executor number will store the cue into the sequence the executor is controlling.

 

Cue numbers have three decimal numbers. If all are zero then they are not displayed. But cue number "42" is the same as cue number "42.000" - it is not "42 thousand", it is "42 point 0 0 0".  The currently highest cue number that can be stored is "999 999.999". The lowest number that can be stored is "0.001".

Restriction:
Storing nearly 1 billion cues will completely fill the memory and make the show file VERY big.
The software will cancel the store process before the system crashes, but almost any operation after this will make the software shutdown!!

 

The software hides the trailing decimal zeros, but they are still there. This means that cue "5.2" is after cue "5.11" because they are actually cue "5.200" and "5.110".

 

It is not limited to only store a single cue number at a time. It can just as easily be a range of numbers - this means that it is possible to use Thru, +, and - buttons to create number ranges to be stored.

 

If you are going to be working with or adding a lot of cues to the same sequence, then it can be a good idea to select the sequence.

This can be done easily by pressing the Select key and then one of the buttons associated with the executor controlling the sequence or tap the sequence in the sequence pool.

If no sequence or executor is defined in the store command, then the selected sequence is used.

 

Store Into Cues that are Not Empty

If the store operation is used to store into already existing cues then a pop-up like this appears:

Please choose store mode pop-up

It only appears if the store options do not specify what should happen.

Have a look at the Store Options and Defaults topic for information about specifying this while storing.

Remove and Release are described in details in the What is Tracking topic.

The two relevant options are:

  • Overwrite:
    This will remove what is already stored in the cue and only store the new values.
  • Merge:
    This will merge the new values into the existing values. New values have a higher priority and will overwrite existing values.

Examples

In the following examples we have a sequence with the following two cues:

Number Name 1:DIM 2:DIM
1 Cue 1 100%  
2 Cue 2 100% 100%

The cursive value for fixture 1 in cue 2 is a tracked value. Tracked values are indicated like this for the next examples.

Now we turn on fixture 3 at 100 % and store this into cue 2.

This is the result if Overwrite is chosen:

Number Name 1:DIM 3:DIM
1 Cue 1 100%  
2 Cue 2 100% 100%

Now fixture 2 is gone. This is because it only had values stored in cue number 2.

If we had chosen Merge instead it would have looked like this:

Number Name 1:DIM 2:DIM 3:DIM
1 Cue 1 100%    
2 Cue 2 100% 100% 100%

Now the value from fixture 3 is added to the existing values. The dimmer value for fixture 1 is not affected because it is a tracked value.

 

Store Cues with Timings

When storing a cue it is possible to also store the different cue timings. This is described in detail the Cue Timings topic, but here is the short version.

The Time button will add different timing keywords to the command when storing.

For instance, storing cue 4 with a fade time of 6 seconds and a delay of 1 second, the following keys can be pressed:

Store Cue 4 Time 6 Time 1 Please

This is the result in the command line feedback:

OK : Store Cue 4 CueFade 6 CueDelay 1

Pressing the Time button repeatedly will change what timing it adds.

 

Adding and Using Cue Labels

A cue can be given a name - using the label keyword - while it is stored. This is the syntax: Store Cue [cue number] "my cue name".

The keyboard is needed for writing this. The quotation marks are needed to tell the software that this is text - then it is not interpreted as a command.

Labels can also automatically be numerated while storing. Have a look at this command:

User name[Fixture]> Store Cue 2 + 4 "BO Scene 1"

This will not label both cue 2 and 4 the same - it will add 1 to the number for each cue. The result is that cue 2 is called "BO Scene 1" and cue 4 is "BO Scene 2". This enumeration only works if the number is the last part of the label and if there is a space between the last word and number.

 

Cue labels can be used when storing. This means that if there are several cues whose labels start with "BO", then it is possible to store into all these cues in one operation using BO plus an asterisk. See the following example.

Example

This is the cue sequence and content before storing:

Number Name 1:DIM
1 Cue 1 100%
2 BO Scene 1 100%
3 Cue 3 100%
4 BO Scene 2 100%
5 Cue 5 100%

Notice that cue 3 and 5 are blocked. This means that 100% is stored in the cues even though it is currently not necessary.

With an active value of 0% for fixture 1, use the keyboard to type the following command:

User name[Fixture]> Store Cue "BO*" /Merge

This is the result:

Number Name 1:DIM
1 Cue 1 100%
2 BO Scene 1 0%
3 Cue 3 100%
4 BO Scene 2 0%
5 Cue 5 100%

The two cues whose label begins with BO now got the new value.

 

Store Cue Parts

Besides the many cues that could be stored in each sequence, it is also possible to store 256 Cue Parts to each cue.

Cue parts are a division of the "main" cue. The "main" cue is actually part 0. The first part that can be stored is number 1.

A value can only be in one of the parts. Have a look at this example:

Number Name 1:DIM 2:DIM 3:DIM
1 Cue 1 100% 0% 0%
2 Cue 2 100% 100%  
   2P10   Part 10     100%

Notice that the value for fixture 3 is stored in cue 2 part 10. It does not have a value in cue 2 part 0 (the main cue). And the values from fixtures 1 and 2 are in the main cue and therefore do not have any value in cue 2 part 10.

Storing something in a part is almost as easy as storing the main cue. Using the example above the keypresses would be:

Store Cue 2 Cue 1 0 Please

The second press on the cue key will result in the Part keyword and the command line feedback looks like this:

OK: Store Cue 2 Part 10

 

Using Command Line Input to Add More While Storing

In the example using the cue labels to store, there was a command that showed some of the other possibilities while storing cues.

The command line gives access to all the store options that can be found in the GUI Store Options - read about them in the Store Options and Defaults topic.

All the different elements are described in the Store Keyword topic.

Examples

The following are just a few extra command line examples showing some of the possibilities while storing.

User name[Fixture]> Store Cue 1.2 Sequence 4

Stores cue number 1.2 in sequence 4.

It does not matter if you write sequence or cue first. So this could also have been:

User name[Fixture]> Store Cue 20 Sequence 8 /Overwrite

 

The commands can often be written shorter in the command line input. See some examples in the General Syntax Rules topic.

Read the topics about each keyword to see the short version for the keyword.

 

User name[Fixture]> Store Cue 42 "Return of Lewis Skolnick" CueFade 6/3 /merge

This will store the cue with a name, it is merged, and it is also stored with an in-fade of six seconds and an out-fade of three seconds. Read more about the store options in the Store options and defaults topic.

 

Store Remove

A version of storing is the Store Remove, where the Remove button is selected in the store pop-up (described above).

This will remove the stored values for the attributes that currently have active values in the programmer.

The values in the programmer are irrelevant in this case. They are simply an indicator of what attributes you want to remove from the cue.


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