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SubjectRe: [LCtalk] composing scenes from different queues (continued)
FromMisterJ
DateSun, 13 Mar 2005 23:42:32 +0100


Fokko van Duin wrote:
At 11:29 +0100 13-03-2005, MisterJ wrote:
I sometimes do this

 -- cue 2
 show 201.1 for ever, crossfading for 3s
 -- cue3
 show 300.1 for 0.05s, crossfading for 3s (fade out all channels)
 show 202.1 for ever, crossfading for 3s (fade in some new channels)

Here "300.1" is a total blackout. Thus not just the channels that were active in 201.1, but all the channels.

I currently have no dimmers attached to my lanbox, so I can only look at the scene window and the dmx-output window to see the effect. The above approach could sometimes mean that I fade out some channel (during 0.05 seconds) and then fade it back in to its previous value. So this means there is a dip for that channel during 0.05 seconds.

Why so complicated? Just make scenes (cues) with your channels to the right values, so Off channels should be zero, others set to their values. your 300.1 is not needed if Off channels are set also in 202.1. It's far more logical, and you can call such a cue at any time from any situation.

Ah no... If I take this approach, then I can no longer compose a scene from different queues.


Suppose I have 5 channels and this queues:

202.1 = 100% 100% 0%   0%   0%
203.1 = 0%   0%   100% 100% 0%

So this:

show 202.1 for 0.05s, crossfading for 3s
show 203.1 for ever, crossfading for 3s

Would result in channels 3 and 4 at 100%. Whereas the same would result in channels 1,2,3 and 4 to 100% if I replace the 0% values with inactive channels... I thought that was the whole point of "composing scenes" out of different queues... which is what I want.

The whole reason for this approach is that if I change the value of one channel in one specific "part of a scene", it is automatically changed in every scene that uses that "part", because that part is one (and only one) queue, for which the values are once (and only once) defined.

It doesn't happen that much (in our show) that a whole complete queue is used more then once, but it happens all the time that parts of queues are reused. You could imagine the scene being composed out of different blocks (call them A, B, C, D, ...) and sometimes we need lights on A, another time on A and B, then on C and D, then on A and C, and so on... Every block (A, B, C, ...) gets its light from typicaly 3 to 4 channels (being 3 to 8 spots). If I change the lightning on block A, I want that change to be visible in all scenes that A was part of.

greets,
Jan


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