• grandMA3 User Manual
    • About the manual
    • Device Overview
      • grandMA3 consoles
        • grandMA3 full-size
        • grandMA3 full-size CRV
        • grandMA3 light
        • grandMA3 light CRV
        • grandMA3 compact XT
        • grandMA3 compact
      • grandMA3 extension
      • grandMA3 replay unit
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      • grandMA3 Nodes
      • grandMA3 Nodes DIN-Rail
      • grandMA3 I/O Node
      • grandMA3 I/O Node DIN-Rail
      • grandMA3 onPC command wing XT
      • grandMA3 onPC command wing
      • grandMA3 onPC fader wing
      • grandMA3 onPC rack-unit
      • Screen allocation
      • Keyboard shortcuts
      • Keys
        • . [Dot]
        • <<< [GoFastBackward] | Black
        • >>> [GoFastForward] | Flash
        • - [Minus]
        • + [Plus]
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        • At
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        • Select
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        • Sequ [Sequence]
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        • X1 | Clone
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    • System Overview
      • Standalone device
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      • Parameters
        • Calculate parameters
        • Expand the amount of parameters
    • First Steps
      • Unpack the device
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      • Position the device
      • Connect power
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      • Connect USB devices
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      • Connect Audio In
      • Connect MIDI
      • Connect LTC
      • Connect Ethernet
      • Connect DC Remote In
      • Connect grandMA3 extension
      • Connect grandMA3 fader wing
      • Turn on the device the first time
    • grandMA3 onPC
      • System requirements grandMA3 onPC
      • Windows installation
      • Optimize Windows
      • macOS installation
      • Optimize macOS
      • onPC Terminal App
      • onPC settings
    • Show File Handling
    • Workspace
      • User interface
        • Configuration of displays
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      • Displays in grandMA3 onPC
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        • Feature group control bar
        • Encoder toolbar
      • Calculator
      • Playback bar
      • Command wing bar
      • Colors
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    • Command Syntax and Keywords
      • General syntax rules
      • General keywords
        • ; [Semicolon]
        • / [Slash]
        • . [Dot]
        • .. [DotDot]
        • = [Equal]
        • <<< [GoFastBackward]
        • >>> [GoFastForward]
        • - [Minus]
        • * [Asterisk]
        • % [Percent]
        • + [Plus]
        • Absolute
        • Acceleration
        • Action
        • ActivationGroup
        • Agenda
        • Align
        • AlignTransition
        • Appearance
        • Assign
        • At
        • Attribute
        • AutoCreate
        • Black
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        • Block
        • BPM
        • Call
        • Camera
        • Capture
        • Certificate
        • ChangeDestination
        • Channel
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        • Chat
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        • Configuration
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        • Cue
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        • CueRel
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        • FeatureGroup
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        • FixtureClass
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        • Flip
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        • Universal
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        • If
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        • SoundChannel
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        • Stage
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        • SwitchGma2Mode
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        • Toggle
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        • Up
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        • User1
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        • User
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      • Option keywords
        • /Active
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        • /Remove
        • /Screen
      • Extended command line syntax options
    • Windows, Views, and Menus
      • Add window
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      • Remove windows from a screen
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        • Copy pool objects
        • Lock and unlock pool objects
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    • Networking
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        • Create a custom key
      • Web remote
      • SFTP connection
    • DMX In and Out
      • DMX port configuration
      • Ethernet DMX
        • Art-Net menu
        • sACN menu
        • Transmit DMX using Art-Net
    • Single User and Multi User Systems
      • Create User
      • User settings
    • Patch and Fixture Setup
      • What are fixtures
      • Add fixtures to the show
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      • Classes and Layers
      • Attribute definitions
        • Activation group
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        • Deactivation group
      • Parameter list
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    • Operate Fixtures
      • Select Fixtures
      • What is the programmer
      • Fixture sheet
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      • Group masters
    • Presets
      • Preset pools
      • Create new presets
      • Recipe presets
      • Use preset
      • Edit or Update presets
    • Worlds and Filters
      • At filter
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      • Phaser editor
      • Create sinus dimmer phaser
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      • Create color rainbow phaser
    • XYZ
      • Activating XYZ for fixture types
      • MArker fixture
    • Macros
      • Create macros
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      • Examples
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      • View modes
      • Create an agenda entry
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      • What are timecode slots
      • Timecode settings
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      • Edit a timecode show
    • Layouts
      • Create a layout
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      • Layout view settings
      • Edit layout view
      • Edit layout elements
      • Layout encoder bar
    • Plugins
      • What is Lua?
      • Lua functions
        • Object-Free API
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    • Data Pools
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      • grandMA3 Nodes
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      • Import fixture types
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  • grandMA3 Quick Start Guide
  • grandMA3 Quick Manual consoles
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  • grandMA3 Quick Manual Nodes DIN-Rail
  • grandMA3 Quick Manual onPC command wing XT
  • grandMA3 Quick Manual onPC command wing
  • grandMA3 Quick Manual onPC fader wing
  • grandMA3 Quick Manual onPC rack-unit
  • grandMA3 Quick Manual viz-key
  • grandMA3 Quick Manual I/O Nodes
  • Release Notes
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Version 1.7

Use Preset

Presets are often used for live playback or as building blocks in cues. Tapping a preset to get the values uses the At keyword.

Calling Preset Into the Programmer

The first step is to select the desired fixtures and then call the preset into the programmer.

The workflow is the same for every kind of preset (MAgic, Recipe, Multistep, standard single step, etc.)

If the programmer does not have a fixture selection and a preset is tapped, then the first tap selects all the fixtures who can use the preset. In this case, it works like a group.

Tapping a preset with a fixture selection in the programmer calls the preset if it is valid for the selected fixtures.

Timing values can be stored together with attribute values in the preset and calling a preset that includes timing information calls the values into the programmer using the preset timing.

Calling presets that only contain timing values calls the timing values into the timing lavers of the programmer.

Another way to use timing with presets is the Programmer Time master. Learn more about the master in the Time Control topic.

Preset with stored timing values have a higher priority than the Programmer Time master and the stored timing will be used when the preset is called.

Known Limitation:
Calling a MAgic preset into the programmer will extract the data and it will not reference the preset. It is recommended to use MAgic presets in combination with recipes to maintain referenceable data.

Presets Running from Executors

Preset can be assigned to executors.

Preset can be assigned to executors using the Assign keyword or by using the Assign menu. Learn more about this in the Assign Object to an Executor topic.

If the preset uses global or universal data, then the executor button should use the At command to call the preset values.

Important:
Using the At command on presets assigned to executors does not playback the values from the executor. The values are called into the selected fixtures in the programmer just like described above - if the preset is valid for the fixture selection.

Other playback commands (like Go+, Toggle, Flash, etc.)are relevant for presets with Selective data. This also means that presets with selective data can be played back from the preset pools using, for instance, a Go+ command.

Opening the EditSetting-tab of the assign menu of an executor that has a preset assigned offers some of the same settings as for sequences. For more information on playback settings see the Sequence Settings topics.

Edit the global preset playback settings in Menu - Preferences and Timing - Preset.

The OffFade property of preset playbacks determines the fade time when switching off a selective preset playback.

Store Presets in Cues

When a preset is in the programmer, then it can be stored into cues. Learn more about storing cues in the Store Cues topic.

A reference to the preset is stored for the specific fixture attributes. This means that the value stored in the preset is not stored in the cue, but a reference to the preset is stored. So if the value stored in the preset is changed after the cue is stored, then the cue still looks in the preset to get the value when the cue is played back and the values in the preset will be used.

If attributes are added to or deleted from the preset after it is used. And the stored cues referencing the preset need to reflect this new change, then the preset needs to be recast. This can be done by using the Recast keyword or by the Edit Preset Object pop-up. Recasting a preset removes or adds attributes to the fixtures in the cue.

When presets are used in cues and later deleted, then the preset values are transferred to the cue.

Assign Presets to Attributes in the Tracking Sheet

When a value is edited in the Track Sheet, then the available presets can be chosen in the Calculator.

Extract Preset Values

Preset values can be extracted to the selected fixtures. The preset needs to be valid for the selected fixtures. The Extract keyword is used for this.

The values stored in the preset will be pulled into the programmer without a reference to the preset. The values are then like any other normal programmer values.


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